Interactive simulation of flocking algorithms and game artificial intelligence
Navigation of agents in a computer game requires some form of navigation map so that standard path-finding algorithms like A* search can be used to find a route. The FAME library is useful for rapid development of games which requires flocking behaviours in agents. However, it is lacking in having a...
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Format: | Final Year Project |
Language: | English |
Published: |
2013
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Online Access: | http://hdl.handle.net/10356/52263 |
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Institution: | Nanyang Technological University |
Language: | English |
Summary: | Navigation of agents in a computer game requires some form of navigation map so that standard path-finding algorithms like A* search can be used to find a route. The FAME library is useful for rapid development of games which requires flocking behaviours in agents. However, it is lacking in having a navigation system that is able to have a formation react to dynamic obstacles as a group instead of breaking up to overcome the obstacle. For example, in a military simulation, it might be desired to have the entire group stay in formation while manoeuvring from one point to another even when faced with an obstacle.
To overcome this problem, a FAME sub-system is developed in this project which generates a navigation map in the form of a navigation mesh at start-up and maintains the mesh throughout the game to enable path-finding to be performed as and when necessary, thus allowing a flock to maintain formation.
A game, We Will Not Be Slowed is developed to demonstrate this sub-system and the possible application of it. |
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