Abstract
Pathfinding is core component in many games especially RTS(real-time strategy) games, the paper proposed an improvement algorithm to solve the pathfinding problem between multi-entrances and multi-exports buildings. Firstly, the paper studied the A* algorithm, aiming at the buildings with multiple entry and exit characteristic in games, improved the algorithm and make it can find a shortest path by only one traverse between multiple start nodes and multiple stop nodes, avoided frequent call for the algorithm. Secondly the algorithm had given the solution to the actual terrain cost problem, and calculated actual path cost according to the different terrain influence factor. Finally, introduced collision detection to the dynamic path change state space, solved effectively the influence of dynamic path changes.
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© 2011 Springer-Verlag Berlin Heidelberg
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Xu, X., Zou, K. (2011). An Improved Pathfinding Algorithm in RTS Games. In: Shen, G., Huang, X. (eds) Advanced Research on Computer Science and Information Engineering. CSIE 2011. Communications in Computer and Information Science, vol 153. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-21411-0_1
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DOI: https://doi.org/10.1007/978-3-642-21411-0_1
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-21410-3
Online ISBN: 978-3-642-21411-0
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