Path planning with Inventory-driven Jump-Point-Search

07/04/2016
by   Davide Aversa, et al.
0

In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in video-games, in which a character may need to acquire a certain object (i.e., a key or a flying suit) to be able to traverse specific locations (e.g., doors or high walls). In order for non-player characters to handle such scenarios we present invJPS, an "inventory-driven" pathfinding approach based on the highly successful grid-based Jump-Point-Search (JPS) algorithm. We show, formally and experimentally, that the invJPS preserves JPS's optimality guarantees and its symmetry breaking advantages in inventory-based variants of game maps.

READ FULL TEXT

Please sign up or login with your details

Forgot password? Click here to reset
Success!
Error Icon An error occurred

Sign in with Google

×

Use your Google Account to sign in to DeepAI

×

Consider DeepAI Pro