Offline Grid-Based Coverage path planning for guards in games
January 15, 2020 Β· Declared Dead Β· π arXiv.org
"No code URL or promise found in abstract"
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Authors
Wael Al Enezi, Clark Verbrugge
arXiv ID
2001.05462
Category
cs.AI: Artificial Intelligence
Cross-listed
cs.RO
Citations
2
Venue
arXiv.org
Last Checked
4 months ago
Abstract
Algorithmic approaches to exhaustive coverage have application in video games, enabling automatic game level exploration. Current designs use simple heuristics that frequently result in poor performance or exhibit unnatural behaviour. In this paper, we introduce a novel algorithm for covering a 2D polygonal (with holes) area. We assume prior knowledge of the map layout and use a grid-based world representation. Experimental analysis over several scenarios ranging from simple layouts to more complex maps used in actual games show good performance. This work serves as an initial step towards building a more efficient coverage path planning algorithm for non-player characters.
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