Bishop, Robert W (2022) Human achievable path generation in video games through modified heuristic search. Masters thesis, Memorial University of Newfoundland.
[English]
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Abstract
We present a series of parameterizable modifications to heuristic evaluation of actions in the A* algorithm, designed to create human achievable and dexterity-robust paths through games in the 2 dimensional platformer style. We attempt to create paths designed for various levels of player skill by imposing constraints onto the timing and duration of actions in such a way as to mimic human reaction times and ability. We show that these modifications result in the A* search algorithm producing smoother paths, taking safer routes to avoid danger, and requiring fewer actions to be performed in a given amount of game time.
Item Type: | Thesis (Masters) |
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URI: | http://research.library.mun.ca/id/eprint/16011 |
Item ID: | 16011 |
Additional Information: | Includes bibliographical references (pages 70-73) |
Keywords: | artificial intelligence, heuristic search, video game, AI |
Department(s): | Science, Faculty of > Computer Science |
Date: | November 2022 |
Date Type: | Submission |
Digital Object Identifier (DOI): | https://doi.org/10.48336/QCBJ-W733 |
Library of Congress Subject Heading: | Artificial intelligence; Heuristic algorithms; Heuristic; Video games |
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