Offline Grid-Based Coverage path planning for guards in games

January 15, 2020 Β· Declared Dead Β· πŸ› arXiv.org

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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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