Title :
Pathfinding of 2D & 3D game real-time strategy with depth direction A∗ algorithm for multi-layer
Author :
Khantanapoka, Khammapun ; Chinnasarn, Krisana
Author_Institution :
Dept. of Comput. Sci., Burapha Univ., Chonburi, Thailand
Abstract :
The pathfinding analysis has importance for various working such as logistics, transportation, operation management, system analysis and design, project management, network and production line. Especially, game programming technology has effect to economic and dominates culture, increasingly. The shortest path analysis is artificial intelligent which developed capability about think cause and effect, learning and thinking like human. Heuristic technique is method for solving a problem which gets result or not. It may return unexpected value which depends on each problem. 3D game realtime strategy uses shortest path analysis control path for movement of character, wheeled vehicle, animals, and fantasy buildings. It uses path for movement ever time, both in sea, terra and sky (three layers). The position of 3D object use refers 2D coordinate. Generally, the most of 3D game strategy both on LAN and online will play on terrain more than inside building or the room. This research proposes two essences. It proposes comparison rapidity, intelligence and efficiency about seven path finding algorithms which is principle algorithm are familiar. These algorithms used in game computer extensively as follows [1] depth first search [2] iterative deepening [3] breadth first search [4] Dijkstra´s algorithm [5] best first search [6] A-star algorithm (A*) [7] iterative deepening A*. Besides, this research proposes depth direction A* algorithm method which new method which use linear graph theory cooperate with A* algorithm calculate increase efficiency of avoid barrier object on maps and search for shortest path of multi-layer. It movement are natural characteristic more other method. The cost node grows less than A* algorithm in clear area and plan about expand node before processed. It guarantee about expand node less than A* algorithm node certainly. It takes time movement and avoid barrier object less than uses other algorithm. This work able decrease expand node 22.12-70.67% de- pend on property of area between pathway by define 3D rendering rate are stable.
Keywords :
computer games; heuristic programming; iterative methods; learning (artificial intelligence); problem solving; programming; rendering (computer graphics); tree searching; trees (mathematics); 2D game real-time strategy; 3D game real-time strategy; 3D object; 3D rendering rate; A-star algorithm; Dijkstra´s algorithm; LAN; animal movement; artificial intelligence; best first search algorithm; breadth first search algorithm; character movement; depth direction A* algorithm; depth first search algorithm; fantasy building movement; game programming technology; heuristic technique; iterative deepening A* algorithm; learning method; linear graph theory; logistics application; operation management application; path finding algorithm; pathfinding analysis; principle algorithm; problem solving; production line; project management; shortest path analysis; system analysis; system design; transportation application; wheeled vehicle movement; Artificial intelligence; Cause effect analysis; Iterative algorithms; Iterative methods; Learning; Logistics; Production systems; Project management; System analysis and design; Transportation;
Conference_Titel :
Natural Language Processing, 2009. SNLP '09. Eighth International Symposium on
Conference_Location :
Bangkok
Print_ISBN :
978-1-4244-4138-9
Electronic_ISBN :
978-1-4244-4139-6
DOI :
10.1109/SNLP.2009.5340922