dc.description.abstract | One of the most basic functions of any artificial intelligent in a video game is to be
able to navigate through the environment. In such scenario, pathfinding is a critical factor for
the navigation system. In other words, using pathfinding to find a route between two chosen
points, computers can navigate and find the shortest path to its destination with or without
obstacles. There are many algorithms for navigation, yet, the most common used algorithm
for pathfinding would be the A* algorithm. Basic A* search provides a single unit an optimal
path through the map. Yet, for multi-units, the algorithm faces extremely tight constraints on
the pathfinding problem. In other words, it is more challenging for any artificial intelligent to
find the shortest road which presents many units in just a little time. Even though the A*
algorithm is commonly used, it is not fully improved and still has many problems.
Therefore, in this thesis, the main purpose is to present the complete review on A*
algorithm, together with a technique to implement the algorithm in the case of multiple units,
working cooperatively, especially for the gaming entertainment. To know when and where the
A* algorithm excels, and in which scenarios another algorithm would be more suitable.
If a master degree in this field is considered, this thesis will also be the fundamentals
for further research in pathfinding, a quite un-explored topic. Work might be done in the
improvement and problem solving of the A* algorithm. | en_US |