Human achievable path generation in video games through modified heuristic search
We present a series of parameterizable modifications to heuristic evaluation of actions in the A* algorithm, designed to create human achievable and dexterity-robust paths through games in the 2 dimensional platformer style. We attempt to create paths designed for various levels of player skill by imposing constraints onto the timing and duration of actions in such a way as to mimic human reaction times and ability. We show that these modifications result in the A* search algorithm producing smoother paths, taking safer routes to avoid danger, and requiring fewer actions to be performed in a given amount of game time.
Institutions
- Memorial University of Newfoundland (CA)
Publication Details
- Journal
- Memorial University Research Repository (Memorial University)
- Published
- 2024-11-27
- DOI
- https://doi.org/10.48336/qcbj-w733
- Primary Topic
- Artificial Intelligence in Games
- Type
- article
- Field-Weighted Citation Impact
- 0.00