conference-paper Open access

An Improved A* Algorithm Applying to Path Planning of Games

  • Journal of Physics Conference Series
  • IOP Publishing
Research footprint

At a glance

Citations
2
References
3
Comments
0
Paper overview

Abstract

Abstract Pathfinding is the core issues in the artificial intelligence field of games, and how to establish an effective method of pathfinding is still focused on. A* algorithm is the most widespread type of game pathfinding at present but the problems still exist such as the curve path and the time-consuming. Based on the analysis and research of traditional A* algorithm, this paper proposes an A* algorithm based on region search. Firstly, the algorithm divides the game map into several connected regions where the role can move freely and without barriers. Then the algorithm uses region search instead of node search. It reduces the search path and the search time. According to the portal between regions, the optimal feasible path is extracted from the region paths. It can effectively solve the zigzag path problem. Experimental simulation results show that the algorithm has shorter search time and can generate smoother path and meet the real-time and real experience requirements of pathfinding in the game.

Record transparency

Publication details

DOI
10.1088/1742-6596/1631/1/012068
OpenAlex
W3088847347
Document type
conference-paper
Language
EN
Source
Journal of Physics Conference Series
Last metadata update
Community

Comments

Log in to join the discussion.

  1. No comments yet. Start the discussion.