Utilization of the Route Table for the Agent`s Move in the Game Map


The Transactions of the Korea Information Processing Society (1994 ~ 2000), Vol. 7, No. 10, pp. 3164-3170, Oct. 2000
10.3745/KIPSTE.2000.7.10.3164,   PDF Download:

Abstract

The use of the A(+) for the path search of the agent in the game map give the overhead of computing time in real time game processing. The other heuristic search algorithms do not guarantee the optical path. The route table of which the row is defined by current position, goal position, visiting position is presented in this paper. This route table is made in the game development phase and utilized in game playing. The visiting position which is contained in the optimal path to the goal position from the current position can guarantee the optical path, and this mothod has no overhead on computing time. But the memory space is required too much. This problem can also be solved using the data compression by skipping the duplicated route table.


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Cite this article
[IEEE Style]
H. Kang and D. H. Shim, "Utilization of the Route Table for the Agent`s Move in the Game Map," The Transactions of the Korea Information Processing Society (1994 ~ 2000), vol. 7, no. 10, pp. 3164-3170, 2000. DOI: 10.3745/KIPSTE.2000.7.10.3164.

[ACM Style]
Hyuk Kang and Dong Hee Shim. 2000. Utilization of the Route Table for the Agent`s Move in the Game Map. The Transactions of the Korea Information Processing Society (1994 ~ 2000), 7, 10, (2000), 3164-3170. DOI: 10.3745/KIPSTE.2000.7.10.3164.