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Carleton University COMP 4905 Honors Project Testing an Analysis of D * Algorithms

By Zoltan Moori


Path finding is one of the fundamental aspects of most game development projects. Path finding algorithms are used often and hence need to be efficient, while maintaining realistic movements of the non-player characters (NPCs). In the past, developers had resorted to cheating [Bough et al., 2004] [Scott, 2002] to improve performance, where information that would normally be unavailable to a player character (PC) is used to help the NPCs in determining their path. In recent years, the drastic improvements in video cards and their drivers freed up CPU cycles, which can be devoted to other functions like AI algorithms and path finding. One of the most widely used graph search algorithms in game development is the A* algorithm [Hart et al., 1968]. A * is an efficient algorithm which computes the shortest path to a desired node in a graph, taking into account various obstacles while minimizing the cost. While it is efficient, it does have its drawbacks. The most significant drawback of the algorithm is that if the world includes dynamic obstacles, it may become fairly inefficient to use due to the fact that that the entire path needs to b

Year: 2008
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