Abstract—We use a genetic algorithm to explore the space of pathfinding algorithms in Lagoon, a 3D naval real-time strategy game and training simulation. To aid in training, Lagoon tries to provide a rich environment with many agents (boats) that maneuver realistically. A*, the traditional pathfinding algorithm in games is computationally expensive when run for many agents and A * paths quickly lose validity as agents move. Although there is a large literature targeted at making A* implementations faster, we want believability and optimal paths may not be believable. In this paper we use a genetic algorithm to search the space of network search algorithms like A * to find new pathfinding algorithms that are near-optimal, fast, and believabl...
In this paper we investigate different methods and algorithms from artificial intelligence that can ...
In most real-time strategy (RTS) games the problem of finding the shortest path for multiple units i...
Traditional search methods have always suffered from both spatial and temporal expansion, especiall...
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer g...
Pathfinding in computer games has been investigated for many years. It is probably the most popular ...
Pathfinding in computer games has been investigated for many years. It is probably the most popular ...
Navigation of agents in a computer game requires some form of navigation map so that standard path-f...
This paper proposes a novel method to generate strategic team AI pathfinding plans for computer...
Abstract — This paper presents a genetic algorithmic ap-proach for finding efficient paths in direct...
This paper proposes a novel method to generate strategic team AI pathfinding plans for computer game...
Game-tree search is the engine behind many computer game opponents. Traditional game-tree search alg...
Route planning is a classical kind of problem that arises in different areas of knowledge, such as p...
Commercial games can be an excellent testbed to artificial intelligence (AI) research, being a middl...
Among many pathfinding algorithms, A* search algorithm is an algorithm that most commonly used in gr...
This paper provides a performance comparison of different pathfinding Algorithms used in video games...
In this paper we investigate different methods and algorithms from artificial intelligence that can ...
In most real-time strategy (RTS) games the problem of finding the shortest path for multiple units i...
Traditional search methods have always suffered from both spatial and temporal expansion, especiall...
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer g...
Pathfinding in computer games has been investigated for many years. It is probably the most popular ...
Pathfinding in computer games has been investigated for many years. It is probably the most popular ...
Navigation of agents in a computer game requires some form of navigation map so that standard path-f...
This paper proposes a novel method to generate strategic team AI pathfinding plans for computer...
Abstract — This paper presents a genetic algorithmic ap-proach for finding efficient paths in direct...
This paper proposes a novel method to generate strategic team AI pathfinding plans for computer game...
Game-tree search is the engine behind many computer game opponents. Traditional game-tree search alg...
Route planning is a classical kind of problem that arises in different areas of knowledge, such as p...
Commercial games can be an excellent testbed to artificial intelligence (AI) research, being a middl...
Among many pathfinding algorithms, A* search algorithm is an algorithm that most commonly used in gr...
This paper provides a performance comparison of different pathfinding Algorithms used in video games...
In this paper we investigate different methods and algorithms from artificial intelligence that can ...
In most real-time strategy (RTS) games the problem of finding the shortest path for multiple units i...
Traditional search methods have always suffered from both spatial and temporal expansion, especiall...