کد مقاله کد نشریه سال انتشار مقاله انگلیسی نسخه تمام متن
386421 660884 2010 7 صفحه PDF دانلود رایگان
عنوان انگلیسی مقاله ISI
An emotionally biased ant colony algorithm for pathfinding in games
موضوعات مرتبط
مهندسی و علوم پایه مهندسی کامپیوتر هوش مصنوعی
پیش نمایش صفحه اول مقاله
An emotionally biased ant colony algorithm for pathfinding in games
چکیده انگلیسی

Pathfinding is one of the tasks, apart from graphics rendering, requiring most CPU resources. Although there are many approaches to effectively solve pathfinding problems, they are becoming less suitable as more and more games have larger game worlds that dynamically change during the game play. These new games have more visually realistic graphics that increase the game characters realism but all these efforts may be useless if game characters perform dumb movements or follow inappropriate paths such as repeatedly walking close to an enemy or a predator while moving from one location to another. To tackle this problem we present in this paper an ant colony algorithm for path finding that takes into account the emotions of the game characters and we show how our approach is used in an augmented-reality educational game. The proposed algorithm is implemented on a GPU processor to demonstrate its scalability with large problem sizes when compared to its corresponding CPU version.

ناشر
Database: Elsevier - ScienceDirect (ساینس دایرکت)
Journal: Expert Systems with Applications - Volume 37, Issue 7, July 2010, Pages 4921–4927
نویسندگان
, , , ,