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Video game pathfinding and improvements to discrete search on grid-based maps

Dissertation (MSc)--University of Pretoria, 2011.

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Other Authors: Engelbrecht, Andries P.
Format: Thesis
Published: University of Pretoria 2013
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access_status_str Open Access
author2 Engelbrecht, Andries P.
author_browse Engelbrecht, Andries P.
author_facet Engelbrecht, Andries P.
collection Thesis
dc_rights_str_mv © 2011, University of Pretoria. All rights reserved. The copyright in this work vests in the University of Pretoria. No part of this work may be reproduced or transmitted in any form or by any means, without the prior written permission of the University of Pretoria
description Dissertation (MSc)--University of Pretoria, 2011.
format Thesis
id oai:repository.up.ac.za:2263/22940
institution University of Pretoria (South Africa)
last_indexed 2026-06-10T12:39:25.358Z
license_str Other — see source repository
provenance_str_mv Harvested via OAI-PMH from UPSpace — University of Pretoria Institutional Repository
publishDate 2013
publishDateRange 2013
publishDateSort 2013
publisher University of Pretoria
publisherStr University of Pretoria
record_format dspace
source_str UPSpace — University of Pretoria Institutional Repository
spelling oai:repository.up.ac.za:2263/22940 Video game pathfinding and improvements to discrete search on grid-based maps Engelbrecht, Andries P. bobby.anguelov@gmail.com Anguelov, Bobby Navigation Graph search Hierarchical pathfinding Games A* Hierarchical search algorithms Pathfinding Artificial intelligence Video games UCTD Dissertation (MSc)--University of Pretoria, 2011. The most basic requirement for any computer controlled game agent in a video game is to be able to successfully navigate the game environment. Pathfinding is an essential component of any agent navigation system. Pathfinding is, at the simplest level, a search technique for finding a route between two points in an environment. The real-time multi-agent nature of video games places extremely tight constraints on the pathfinding problem. This study aims to provide the first complete review of the current state of video game pathfinding both in regards to the graph search algorithms employed as well as the implications of pathfinding within dynamic game environments. Furthermore this thesis presents novel work in the form of a domain specific search algorithm for use on grid-based game maps: the spatial grid A* algorithm which is shown to offer significant improvements over A* within the intended domain. Copyright Computer Science unrestricted 2013-09-06T14:02:33Z 2012-05-08 2013-09-06T14:02:33Z 2012-04-19 2011 2012-03-02 Dissertation Anguelov, B 2011, Video game pathfinding and improvements to discrete search on grid-based maps, MSc dissertation, University of Pretoria, Pretoria, viewed yymmdd < http://hdl.handle.net/2263/22940 > C12/4/196/gm http://hdl.handle.net/2263/22940 http://upetd.up.ac.za/thesis/available/etd-03022012-094023/ © 2011, University of Pretoria. All rights reserved. The copyright in this work vests in the University of Pretoria. No part of this work may be reproduced or transmitted in any form or by any means, without the prior written permission of the University of Pretoria application/pdf University of Pretoria
spellingShingle Navigation
Graph search
Hierarchical pathfinding
Games
A*
Hierarchical search algorithms
Pathfinding
Artificial intelligence
Video games
UCTD
Video game pathfinding and improvements to discrete search on grid-based maps
title Video game pathfinding and improvements to discrete search on grid-based maps
title_full Video game pathfinding and improvements to discrete search on grid-based maps
title_fullStr Video game pathfinding and improvements to discrete search on grid-based maps
title_full_unstemmed Video game pathfinding and improvements to discrete search on grid-based maps
title_short Video game pathfinding and improvements to discrete search on grid-based maps
title_sort video game pathfinding and improvements to discrete search on grid based maps
topic Navigation
Graph search
Hierarchical pathfinding
Games
A*
Hierarchical search algorithms
Pathfinding
Artificial intelligence
Video games
UCTD
url http://hdl.handle.net/2263/22940
http://upetd.up.ac.za/thesis/available/etd-03022012-094023/