Baillie-de Byl, Penny (2005) Bots with attitude. International Journal of Intelligent Games and Simulation, 4 (1). pp. 13-24.
Bot navigation in many computer games is achieved with static waypoints placed throughout a map. This allows path finding to be performed by implementing search algorithms to find the optimal path between waypoints using a heuristic function. This heuristic is usually based on Euclidian distance and terrain. While this type of path finding is effective, it does not provide for adaptable path finding in a dynamic environment. One concept that promises to achieve adaptive responses in differing situations in artificial agents is that of emotion. In this paper, we examine the use of positive and negative feelings, referred to as attitude, in developing a dynamic heuristic for A* that responds by finding paths between waypoints influenced by a bot’s internal state and its feelings toward objects in the game. Using a traditional A* heuristic, a bot needing to travel to two goal locations will firstly perform path finding to move to the first goal followed by path finding for the second goal. Using our dynamic heuristic, the second path finding operation is eliminated as a path to the second goal via the first goal is calculated. This dynamic heuristic is illustrated in this paper through experimentation with a bot traversing a map of random waypoints.
|Item Type:||Article (Commonwealth Reporting Category C)|
|Additional Information:||Deposited with permission of the journal Editor.|
|Uncontrolled Keywords:||bots; software engineering; waypoints|
|Subjects:||280000 Information, Computing and Communication Sciences > 280300 Computer Software > 280399 Computer Software not elsewhere classified|
|Depositing User:||epEditor USQ|
|Date Deposited:||11 Oct 2007 00:28|
|Last Modified:||27 Sep 2013 04:30|
Actions (login required)
|Archive Repository Staff Only|