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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sg-ntu-dr.10356-522632023-03-03T20:25:43Z Interactive simulation of flocking algorithms and game artificial intelligence Ng, Jack Pei Sheng. Ong Yew Soon School of Computer Engineering DRNTU::Engineering::Computer science and engineering::Computing methodologies::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 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. Bachelor of Engineering (Computer Science) 2013-04-26T04:20:47Z 2013-04-26T04:20:47Z 2013 2013 Final Year Project (FYP) http://hdl.handle.net/10356/52263 en Nanyang Technological University 51 p. application/pdf |
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DRNTU::Engineering::Computer science and engineering::Computing methodologies::Artificial intelligence Ng, Jack Pei Sheng. Interactive simulation of flocking algorithms and game artificial intelligence |
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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. |
author2 |
Ong Yew Soon |
author_facet |
Ong Yew Soon Ng, Jack Pei Sheng. |
format |
Final Year Project |
author |
Ng, Jack Pei Sheng. |
author_sort |
Ng, Jack Pei Sheng. |
title |
Interactive simulation of flocking algorithms and game artificial intelligence |
title_short |
Interactive simulation of flocking algorithms and game artificial intelligence |
title_full |
Interactive simulation of flocking algorithms and game artificial intelligence |
title_fullStr |
Interactive simulation of flocking algorithms and game artificial intelligence |
title_full_unstemmed |
Interactive simulation of flocking algorithms and game artificial intelligence |
title_sort |
interactive simulation of flocking algorithms and game artificial intelligence |
publishDate |
2013 |
url |
http://hdl.handle.net/10356/52263 |
_version_ |
1759858039131734016 |