dc.creatorOrtega Vargas, Álvaro José
dc.creatorSerrano, Jairo E.C.
dc.creatorCastellanos Acuña, Leonardo
dc.creatorMartínez-Santos, Juan Carlos
dc.date.accessioned2021-02-15T16:21:48Z
dc.date.available2021-02-15T16:21:48Z
dc.date.created2021-02-15T16:21:48Z
dc.date.issued2020-11-18
dc.identifierÁ. J. O. Vargas, J. E. C. Serrano, L. C. Acuña and J. C. Martinez-Santos, "Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm," 2020 IEEE Games, Multimedia, Animation and Multiple Realities Conference (GMAX), Barranquilla, Colombia, 2020, pp. 1-5, doi: 10.1109/GMAX49668.2020.9256835.
dc.identifierhttps://hdl.handle.net/20.500.12585/10003
dc.identifierhttps://ieeexplore.ieee.org/document/9256835
dc.identifier10.1109/GMAX49668.2020.9256835
dc.identifierUniversidad Tecnológica de Bolívar
dc.identifierRepositorio Universidad Tecnológica de Bolívar
dc.description.abstractSearch and planning is a common Artificial Intelligence task on videogames development. This exercise covers the design of Non-player character (NPC) behavior, content generation, and narrative's construction. This work focus on NPC behavior, specifically on path planning. This paper presents an implementation of an arcade videogame (Ms. Pacman type) with Unity, where the NPC's behavior (Ghosts) applies the Wavefront algorithm to find the shortest path to the Player Character (Mr. Pacman). This algorithm is an alternative to traditional algorithms the Djikstra algorithm and A-star used to solve this problem.
dc.languageeng
dc.publisherCartagena de Indias
dc.rightsinfo:eu-repo/semantics/closedAccess
dc.source2020 IEEE Games, Multimedia, Animation and Multiple Realities Conference (GMAX)
dc.titlePath Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm


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