[This article belongs to Volume-55-Issue-01]
Gongcheng Kexue Yu Jishu/Advanced Engineering Science
Journal ID : AES-01-05-2021-362

Title : A-based Path finding in Modern ComputerGames
Dr. KOPARTHI SURESH, Dr.R VVSV PRASAD
 
Abstract :

The process of pathfinding in video games has been studied for quite some time. It's the most talked about and infuriating artificial intelligence (AI) issue in games right now. There were several attempts to discover an optimum solution to the shortest route issue prior to the development of the A* algorithm. These included Dijkstra's algorithm, bread first search method, and depth first search algorithm. Since its inception, thousands of researchers have been drawn in to contribute to it. Many other algorithms and methods based on A* were developed. Several well-known A*-based algorithms and methods are analyzed and compared in this study. Its goal is to investigate the connections between the different A* algorithms. The first part of this article provides a high-level introduction to pathfinding. Then, using that discussion of the A* algorithm's inner workings as a springboard, we present many optimization methods from various vantage points. Finally, a conclusion is made and a number of real-world examples of the pathfinding algorithms' implementation in actual games are provided..