Pathfinding Strategy for Multiple Non-Playing Characters in 2.5 D Game Worlds

  • Jason MacGregor
  • Steve Leung
Part of the Lecture Notes in Computer Science book series (LNCS, volume 5670)


This paper investigates and determines the optimal pathfinding strategy for non-playing characters (NPCs) in 2.5D game worlds. Three algorithms, Dijkstra’s, Best-first Search (BFS) and the A* algorithm using Manhattan distance, Euclidean distance and Diagonal distance heuristics, are tested under different interaction schemes and test environments consisting of different levels of obstacles. The result shows that the A* algorithm is the optimal algorithm under the Manhattan distance Heuristic. Our tests did not reveal significant difference among the cooperative, non-cooperative or competitive interaction schemes.


Pathfinding Algorithms Game AI 


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Copyright information

© Springer-Verlag Berlin Heidelberg 2009

Authors and Affiliations

  • Jason MacGregor
    • 1
  • Steve Leung
    • 1
  1. 1.Athabasca UniversityAthabascaCanada

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