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.
Authors
- Dong Chen (ORCID: https://orcid.org/0000-0001-6812-1739)
- Weicheng Li (ORCID: https://orcid.org/0009-0001-7048-8457)
- Chengyuan Song (ORCID: https://orcid.org/0000-0002-7493-3546)
Institutions
- South China Normal University (CN)
- Huazhong University of Science and Technology (CN)
- East China Normal University (CN)
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
- 0.00