Hybrid Potential Field of Navigation in Games

Path-finding plays an important role in the computer game industry. Generally, the A* algorithm and its various extensions are used in traditional path-finding methods, but they can only find a path for a single agent once a time. Recently, some potential field path planning methods have been proposed. These methods can be accomplished by multiple agents simultaneously with little additional computation. This paper reviews three different Potential Field path-planning methods for games. The main method is based on Potential fields, and we also introduce two Hybrid Potential Fields of Navigation in games and a method of implementing the algorithm with a hyper-target that people set. The first paper shows the performance of a potential field algorithm and tries to solve some problems in the algorithm. A hybrid navigation algorithm is introduced in the second paper, utilizing A* and potential fields, to handle the problems in RTS games better. The Third paper presents a real-time Voronoi-like path planning method using a combination of flow field and A* algorithm to navigate dynamic environments with obstacles, addressing issues of local minima and providing a flexible, efficient solution for collision-free navigation.

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Publication Details

Journal
Applied and Computational Engineering
Published
2025-04-21
DOI
https://doi.org/10.54254/2755-2721/2025.22283
Primary Topic
Historical Geography and Cartography
Type
article
Field-Weighted Citation Impact
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article

Hybrid Potential Field of Navigation in Games

Dong Chen, Weicheng Li, Chengyuan Song
Applied and Computational Engineering
Historical Geography and Cartography
article

Hybrid Potential Field of Navigation in Games

Dong Chen, Weicheng Li, Chengyuan Song
article en

Abstract

Path-finding plays an important role in the computer game industry. Generally, the A* algorithm and its various extensions are used in traditional path-finding methods, but they can only find a path for a single agent once a time. Recently, some potential field path planning methods have been proposed. These methods can be accomplished by multiple agents simultaneously with little additional computation. This paper reviews three different Potential Field path-planning methods for games. The main method is based on Potential fields, and we also introduce two Hybrid Potential Fields of Navigation in games and a method of implementing the algorithm with a hyper-target that people set. The first paper shows the performance of a potential field algorithm and tries to solve some problems in the algorithm. A hybrid navigation algorithm is introduced in the second paper, utilizing A* and potential fields, to handle the problems in RTS games better. The Third paper presents a real-time Voronoi-like path planning method using a combination of flow field and A* algorithm to navigate dynamic environments with obstacles, addressing issues of local minima and providing a flexible, efficient solution for collision-free navigation.

Applied and Computational EngineeringVol. 134(1)
South China Normal University (CN), Huazhong University of Science and Technology (CN), East China Normal University (CN)
Openalex Percentile: Top 90%
Historical Geography and Cartography
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