{"title":"Based on Navmesh to implement AI intelligent pathfinding in three-dimensional maps in UE4","authors":"Xinyuan Zhang, Xinyou Zhang","doi":"10.1145/3579654.3579752","DOIUrl":null,"url":null,"abstract":"Abstract: The development of science and technology has led to the development of the game industry. As the mainstream development engine of the current three-dimensional game, UE4 is popular with game developers for its powerful rendering technology and model processing technology. There will be a large number of non-player characters (NPC, non-player character) in the game, and these AI-controlled characters are an important way for developers to interact with users. Among them, pathfinding is the most important part of the game's AI character, which gives the AI character vitality, so that the AI character can interact with the player, chase, and automatically complete the movement to the target point. Pathfinding is the core function of an AI character, and there are many current pathfinding methods, such as Dijstra algorithm, best-first search algorithm, A-star algorithm. Most of these pathfinding algorithms are used in 2D static maps, but there is no detailed description of 3D pathfinding by pathfinding algorithms in UE4. This paper first introduces and compares several map pathfinding models, then experimentally compares different pathfinding algorithms, and then uses blueprint programming to implement AI role pathfinding in the three-dimensional map in UE4 based on the optimal performance algorithm. Finally, the overall experimental results are summarized and sorted out, and the direction for future development is pointed out.","PeriodicalId":146783,"journal":{"name":"Proceedings of the 2022 5th International Conference on Algorithms, Computing and Artificial Intelligence","volume":"3 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2022 5th International Conference on Algorithms, Computing and Artificial Intelligence","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3579654.3579752","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Abstract: The development of science and technology has led to the development of the game industry. As the mainstream development engine of the current three-dimensional game, UE4 is popular with game developers for its powerful rendering technology and model processing technology. There will be a large number of non-player characters (NPC, non-player character) in the game, and these AI-controlled characters are an important way for developers to interact with users. Among them, pathfinding is the most important part of the game's AI character, which gives the AI character vitality, so that the AI character can interact with the player, chase, and automatically complete the movement to the target point. Pathfinding is the core function of an AI character, and there are many current pathfinding methods, such as Dijstra algorithm, best-first search algorithm, A-star algorithm. Most of these pathfinding algorithms are used in 2D static maps, but there is no detailed description of 3D pathfinding by pathfinding algorithms in UE4. This paper first introduces and compares several map pathfinding models, then experimentally compares different pathfinding algorithms, and then uses blueprint programming to implement AI role pathfinding in the three-dimensional map in UE4 based on the optimal performance algorithm. Finally, the overall experimental results are summarized and sorted out, and the direction for future development is pointed out.