• DocumentCode
    2172136
  • Title

    An effective method of pathfinding in a car racing game

  • Author

    Wang, Jung-Ying ; Lin, Yong-Bin

  • Author_Institution
    Dept. of Multimedia & Game Sci., Lunghwa Univ. of Sci. & Technol., Taoyuan, Taiwan
  • Volume
    3
  • fYear
    2010
  • fDate
    26-28 Feb. 2010
  • Firstpage
    544
  • Lastpage
    547
  • Abstract
    The most common artificial intelligence in a racing game is waypoint navigation by carefully placing points (nodes) in the game environment to move the game-controlled characters between each point. This kind of pathfinding algorithm is a very time consuming and CPU intensive problem. In this paper, we present an algorithm to reduce the consuming time and simplify the implementation process. We simply put two collision detection points in front of the right and left side of the car, and then utilize the trick of collision detection by different color to automatic move the cars around the racetrack. In our algorithm, two adjusted variables have been carefully studied. The first variable is the collision detection distance, and the second variable is the turning radian of the car when collision is detected. The experimental results show that the lap time decreases as the collision detection distance increases, when the car do not stick by any curve. That is, the lap time decreases while the collision detection point is far from the car. It is because the car has more time to perceive the edge of motordrome to respond the collision. Similarly, the turning radian of the car increases, the time needs for turning the curve decreases, causing a decrease in lap time. However, when the cars change the racetrack from straight to the more curvature curve, or meet the successive curve in a short distance, large value of the collision detection distance or turning radian will cause the car stick in the corner of racetrack.
  • Keywords
    computer games; image colour analysis; object detection; artificial intelligence; car racing game; collision detection distance; collision detection points; game-controlled characters; pathfinding method; Artificial intelligence; Color; Games; Image processing; Joining processes; Navigation; Paints; Programming profession; TV; Turning; Artificial intelligence; Pathfinding; Racing game;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer and Automation Engineering (ICCAE), 2010 The 2nd International Conference on
  • Conference_Location
    Singapore
  • Print_ISBN
    978-1-4244-5585-0
  • Electronic_ISBN
    978-1-4244-5586-7
  • Type

    conf

  • DOI
    10.1109/ICCAE.2010.5452074
  • Filename
    5452074