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Path planning with inventory-driven jump-point-search

conference contribution
posted on 2024-10-31, 18:52 authored by Davide Aversa, Sebastian SardinaSebastian Sardina, Stavros Vassos
In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in videogames, in which a character may need to acquire a certain object (i.e., a key or a flying suit) to be able to traverse specific locations (e.g., doors or high walls). In order for non-player characters to handle such scenarios we present InvJPS, an "inventory-driven" pathfinding approach based on the highly successful grid-based Jump-Point-Search (JPS) algorithm. We show, formally and experimentally, that the InvJPS preserves JPS's optimality guarantees and its symmetry breaking advantages in inventory-based variants of game maps.

History

Start page

2

End page

8

Total pages

7

Outlet

Proceedings of the 11th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2015)

Name of conference

AIIDE 2015

Publisher

Association for the Advancement of Artificial Intelligence

Place published

Palo Alto, California, United States

Start date

2015-11-14

End date

2015-11-18

Language

English

Copyright

© 2015, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.

Former Identifier

2006054158

Esploro creation date

2020-06-22

Fedora creation date

2016-02-19

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