Incorporating Human Relationships Into Path Planning
Full Text: 7400-32678-1-PB.pdfWhile pathfinding is ubiquitous in games, it is most often abstracted away fromeverything else that is going on in the game and viewed as a simple point-to-pointshortest path problem. The notable exception to this is work on tactical pathfinding.Tactical pathfinding incorporates tactical elements, most often for battle simulations,into the pathfinding engine in order to improve high-level behavior. This paper looksat how the relationship between characters in a game should influence the pathsthat are taken through the game. We suggest a simple model of character relationshipsand show how this can be used to influence the paths that are taken through theworld. Finally, we discuss design-related issues of how this could be incorporatedinto games.
Citation
N. Sturtevant. "Incorporating Human Relationships Into Path Planning". Artificial Intelligence and Interactive Entertainment Conference (AIIDE), (ed: Gita Sukthankar, Ian Horswill), pp 177-183, October 2013.Keywords: | pathfinding, search, games, relationships |
Category: | In Conference |
Web Links: | AAAI |
BibTeX
@incollection{Sturtevant:AIIDE13, author = {Nathan R. Sturtevant}, title = {Incorporating Human Relationships Into Path Planning}, Editor = {Gita Sukthankar, Ian Horswill}, Pages = {177-183}, booktitle = {Artificial Intelligence and Interactive Entertainment Conference (AIIDE)}, year = 2013, }Last Updated: July 09, 2020
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