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Part of the book series: Communications in Computer and Information Science ((CCIS,volume 214))

Abstract

Pathfinding is a core component of many games especially real-time strategy games. The paper proposed a smooth path generation strategy based on the A * algorithm. Firstly, adopted an admissible heuristics function, and a key-point optimization is applied to make the path to be connected by a series of key points. Secondly, the paper applied Catmull-Rom splines to the key points interpolation, through add several interpolation points between the key points, make the whole path look more smooth. Experimental results show that the proposed smooth path generation algorithm improves the path of smoothness, make the pathfinding more realistic, and more suitable for use in games.

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© 2011 Springer-Verlag Berlin Heidelberg

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Xu, X., Zou, K. (2011). Smooth Path Algorithm Based on A* in Games. In: Lin, S., Huang, X. (eds) Advances in Computer Science, Environment, Ecoinformatics, and Education. CSEE 2011. Communications in Computer and Information Science, vol 214. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-23321-0_3

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  • DOI: https://doi.org/10.1007/978-3-642-23321-0_3

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-23320-3

  • Online ISBN: 978-3-642-23321-0

  • eBook Packages: Computer ScienceComputer Science (R0)

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