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Comparison of A* algorithm with hierarchical pathfinding A* algorithm in 3D maze runner game.

Authors :
Anwar, Yusuf
Thamrin, Husni
Source :
AIP Conference Proceedings. 2024, Vol. 2838 Issue 1, p1-14. 14p.
Publication Year :
2024

Abstract

Artificial Intelligence (AI) is an essential component in modern games. With AI, players can feel the challenges in the game and the game will feel more real. AI has several branches, one of which is path-finding. Pathfinding is a way of finding the shortest path between two points. The main problem in path-finding is how to perform a path-finding accurately and requires fewer computational resources (CPU and memory). This paper describes the results of research that tested the A* and Hierarchical Pathfinding A* algorithms using the Unity 3D platform and the C# programming language. The graph or space to be used is a graph with 8 branch nodes. While the benchmarks used are the path generated and the processing time of an algorithm. This paper results in a conclusion that the path generated by the A* algorithm is shorter than the Hierarchical Pathfinding A* algorithm. The number of paths processed for the A* algorithm is more than the Hierarchical Pathfinding A* algorithm. The total execution time of the A* Algorithm is smaller than that of the A* Hierarchical Pathfinding Algorithm. The Hierarchical Pathfinding A* algorithm experiences spikes in execution time more often than the A* algorithm. However, if the total spike time, the Hierarchical Algorithm is less than the A* Algorithm. [ABSTRACT FROM AUTHOR]

Details

Language :
English
ISSN :
0094243X
Volume :
2838
Issue :
1
Database :
Academic Search Index
Journal :
AIP Conference Proceedings
Publication Type :
Conference
Accession number :
175630648
Full Text :
https://doi.org/10.1063/5.0179630