Human achievable path generation in video games through modified heuristic search

Bishop, Robert W (2022) Human achievable path generation in video games through modified heuristic search. Masters thesis, Memorial University of Newfoundland.

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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)
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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