Abstract
In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in videogames, 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.
Cite
CITATION STYLE
Aversa, D., Sardina, S., & Vassos, S. (2015). Path planning with inventory-driven jump-point-search. In Proceedings of the 11th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2015 (Vol. 2015-November, pp. 2–8). The AAAI Press. https://doi.org/10.1609/aiide.v11i1.12781
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