角色扮演游戏中非玩家角色的A∗与迭代深化A∗算法的比较

Anggina Primanita, Rusdi Effendi, Wahyu Hidayat
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引用次数: 3

摘要

角色扮演游戏(RPG)需要逼真的人工智能,寻径是实现这一目标的必要条件之一。常用的寻路算法之一是A∗,但A∗仍然存在内存使用问题。迭代深化A * (IDA *)是一种类似于A *的算法,它使用深度优先搜索来防止大量内存的使用。本研究开发了一个游戏,使用a *和IDA *算法来比较它们的寻路内存和时间使用。使用的启发式函数是曼哈顿距离。本研究使用3种不同类型的地图(无障碍、简单障碍和复杂障碍),每种地图中有3个不同的样本,作为比较A∗和IDA∗的内存和时间使用情况的工具。本研究的结论是A∗和IDA∗的记忆体和时间使用受到地图大小(节点数量)、地图上障碍物的位置和障碍物数量的影响。那么,在内存和时间使用方面,特别是在地图没有任何障碍物的情况下,IDA∗算法通常优于A∗,但如果敌人角色和玩家处于被障碍物覆盖的平行位置,IDA∗可能会更差。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Comparison of A∗ and Iterative Deepening A∗ algorithms for non-player character in Role Playing Game
Role Playing Game (RPG) needs realistic Artificial Intelligence, pathfinding is one of the requirements to achieve it. One of the popular algorithm for pathfinding is A∗, but A∗ still has problem about its memory usage. Iterative Deepening A∗ (IDA∗) is an algorithm like A∗ that uses Depth First Search to prevent the large memory usage. This research develops a game that implements pathfinding method to enemy character using A∗ and IDA∗ algorithms to compare their memory and time usages for pathfinding. Heuristic function that used is Manhattan Distance. This research uses 3 different types of map (without obstacle, simple obstacle, and complex obstacle) with 3 different samples in each type of map as tool for comparing the memory and time usage by A∗ and IDA∗. The conclusion of this research are memory and time usage for A∗ and IDA∗ is affected by the size of map (node quantity), position of the obstacles on map, and the obstacle quantity. Then, IDA∗ Algorithm is generally better than A∗ in case of memory and time usage especially if the map doesn't have any obstacle, but IDA∗ can be worse if the enemy character and player are at the parallel position that covered by obstacle.
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