Efficient path finding in 3D games by using visibility tests with the A* algorithm

Dongmin Jung, Hyungil Kim, Juntae Kim, Kyhyun Um, Hyungje Cho

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

2 Scopus citations

Abstract

In this paper, we propose an efficient method of path finding in 3D games where the terrain is represented by navigation meshes. Our method uses the visibility tests with the A* algorithm. When the A* algorithm is applied to elaborated polygonal meshes for detailed terrain representation, the path finding can be very inefficient because there are too many states (polygons) to be searched. In our method, we reduce the search space by using visibility tests so that the search can be fast even on the detailed terrain with large number of polygons. First we find the visible vertices of the obstacles, and define the heuristic function of A* as the distance to the goal through those vertices. By doing that, the number of states that the A* search visits can be substantially reduced compared to the plane search with straight-line distance heuristic.

Original languageEnglish
Title of host publicationProceedings of the Eighth IASTED International Conference On Artificial Intelligence and Soft Computing
EditorsA.P. Pobil
Pages97-101
Number of pages5
StatePublished - 2004
EventProceedings of the Eighth IASTED International Conference on Atificial Intelligence and Soft Computing - Marbella, Spain
Duration: 1 Sep 20043 Sep 2004

Publication series

NameProceedings of the Eighth IASTED International Conference on Artificial Intelligence and Soft Computing

Conference

ConferenceProceedings of the Eighth IASTED International Conference on Atificial Intelligence and Soft Computing
Country/TerritorySpain
CityMarbella
Period1/09/043/09/04

Keywords

  • A* algorithm
  • Heuristic search and game
  • Path finding
  • Visibility graph

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