Pathfinding:
A* algorithm:
an A* algorithm is the process used in plotting the path the AI will take, it is one of the most widely used algorithms due to its ease of use and the fact that it is easy to implement as it involves plotting a path through points which the NPC involved will follow and then stick to. These points often referred to as nodes will give the NPC points to travel along and in areas wait at for a period of time before continuing. A very recent game that employs this is red dead redemption 2 as it has NPC's guarding certain areas which follow this style of algorithm to allow for the implementation of stealth missions.
Dijkstra algorithm:
A Dijkstra algorithm will be given a bunch of different nodes to use as travelling points and possible routes to take and will try to find the quickest route to take between said nodes making it possible to take the shortest given path to an objective. This has good and bad merits, The good point is making it quicker to get to an area and continue on, the bad point is losing possible areas of exploration if the player just takes the shortest route through a game.
Heuristic search algorithms:
These use previously learned knowledge to find the most effective route around the map, for example it may take ten attempts and learn the optimal route during that time as if the first took 20 seconds, the second took 15 seconds and third took 18 then it will go through and decide that the second route was the fastest therefore it has learned that it is the most effiecient route to take.
an A* algorithm is the process used in plotting the path the AI will take, it is one of the most widely used algorithms due to its ease of use and the fact that it is easy to implement as it involves plotting a path through points which the NPC involved will follow and then stick to. These points often referred to as nodes will give the NPC points to travel along and in areas wait at for a period of time before continuing. A very recent game that employs this is red dead redemption 2 as it has NPC's guarding certain areas which follow this style of algorithm to allow for the implementation of stealth missions.
Dijkstra algorithm:
A Dijkstra algorithm will be given a bunch of different nodes to use as travelling points and possible routes to take and will try to find the quickest route to take between said nodes making it possible to take the shortest given path to an objective. This has good and bad merits, The good point is making it quicker to get to an area and continue on, the bad point is losing possible areas of exploration if the player just takes the shortest route through a game.
Heuristic search algorithms:
These use previously learned knowledge to find the most effective route around the map, for example it may take ten attempts and learn the optimal route during that time as if the first took 20 seconds, the second took 15 seconds and third took 18 then it will go through and decide that the second route was the fastest therefore it has learned that it is the most effiecient route to take.
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