#SANSCI2017, In this paper, a novel approach to design the enemy characters’ pathfinding system in a 3D Virtual Reality Game. This paper proposes a solution based on application of Computational Intelligence to create an enemy path used for entertainment. The use of Computational Intelligence in the form of adapting the behavior of ant to build paths in the map is based on the leaving pheromones while searching for the source of the food. In order to adapt the algorithm to create the most appropriate path based on AI conditions such as the shortest path and the safest path. Then, the system sorts all these paths according to the conditions and shows to characters for planning a path to the player.
The Evaluation of Effectiveness on Mobile Application Banner
Utilizing Swarm Intelligence for Pathfinding in Virtual Reality Game by Ant system Algorithm
1. Utilizing Swarm Intelligence for
Pathfinding in Virtual Reality
Game by Ant system Algorithm
Banyapon Poolsawa
College of Creative Design and
Entertainment Technology,
Thailand
2. Objective & Abstract:
In this paper, a novel approach to design the enemy characters’
pathfinding system in a 3D Virtual Reality Game. This paper proposes
a solution based on application of Computational Intelligence to
create an enemy path used for entertainment.
The use of Computational Intelligence in the form of adapting the
behavior of ant to build roads in the map is based on the leaving
pheromones while searching for the source of the food. In order to
adapt the algorithm to create the most appropriate path based on AI
conditions such as the shortest path and the safest path.
Then, the system sorts all these paths according to the conditions and
shows to characters for planning a path to the player.
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6. A* Algorithm for Pathfinding
A* (pronounced "A - star") is one of the most popular methods for finding the shortest path
between two locations in a mapped area. A* was developed in 1968 to combine heuristic
approaches like Best-First-Search (BFS) and formal approaches like Dijsktra's algorithm.
The defining characteristics of the A* algorithm are the building of a "closed list" to record areas
already evaluated, a "fringe list" to record areas adjacent to those already evaluated, and the
calculation of distances traveled from the "start point" with estimated distances to the "goal
point".
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