部分探索游戏环境中的寻路:A *算法在Unity3D中占有网格的应用

J. Stamford, Arjab Singh Khuman, Jenny Carter, S. Ahmadi
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引用次数: 9

摘要

游戏开发的一个关键方面是让非可玩角色(NPC)在环境中表现得更真实。其中一个主要挑战是创造一个能够意识到周围环境并采取相应行动的NPC。A*算法在游戏开发社区中广泛使用,允许基于AI的角色在环境中移动,但与真实角色不同的是,他们通常无需探索就能获得有关环境的信息。本文将A*算法与占用网格技术相结合,允许非可玩角色构建自己的环境表示并基于此信息规划路径。本文演示了该方法的应用,并展示了一系列测试及其局限性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pathfinding in partially explored games environments: The application of the A∗ Algorithm with occupancy grids in Unity3D
One of the key aspects of games development is making Non-Playable Characters (NPC) behave more realistically in the environment. One of the main challenges is creating an NPC that is aware of its surroundings and acts accordingly. The A* Algorithm is widely used in the games development community to allow AI based characters to move around the environment however unlike real characters they are often given information about the environment without having to explore. This paper combines the use of the A* Algorithm with the occupancy grid technique to allow Non-Playable Characters to build their own representation of the environment and plan paths based on this information. The paper demonstrates the application of the approach and shows a range of testing and its limitations.
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