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The Effects of Human-like Modifications to Heuristic Action Evaluation in Video Game Pathfinding

Published:04 November 2022Publication History

ABSTRACT

We present a series of parameterizable modifications to heuristic evaluation of actions in the A* algorithm, designed to create more human-like and dexterity-robust paths through games in the 2 dimensional platformer style. We attempt to create paths at various levels of player skill by imposing constraints onto the timing and duration of actions designed to mimic human reaction times and ability. We show that these action value modifications result in the A* search algorithm producing smoother paths, taking safer routes to avoid danger, and requiring fewer actions to be performed in a given amount of game time.

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    • Published in

      cover image ACM Other conferences
      FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games
      September 2022
      664 pages
      ISBN:9781450397957
      DOI:10.1145/3555858

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      Publication History

      • Published: 4 November 2022

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      Overall Acceptance Rate152of415submissions,37%

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