Abstract
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. This report will highlight pathfinding algorithms used presently in games and their shortcomings especially when dealing with real-time pathfinding. With the advances being made in other components, such as physics engines, it is AI that is impeding the next generation of computer games. This report will focus on how machine learning techniques such as Artificial Neural Networks and Genetic Algorithms can be used to enhance an agents ability to handle pathfinding in real-time.
Recommended Citation
Graham, Ross; McCabe, Hugh; and Sheridan, Stephen
(2003)
"Pathfinding in Computer Games,"
The ITB Journal:
Vol. 4:
Iss.
2, Article 6.
doi:10.21427/D7ZQ9J
Available at:
https://arrow.tudublin.ie/itbj/vol4/iss2/6
DOI
10.21427/D7ZQ9J