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In the implementation process of the algorithm, we We repeat this process until we add the target square
need s structure G, in which the current generated to the closed list, at which point it looks something like
search graph is displayed[8]. The table OPEN is used to the Figure 6.
store the generated and to be extended nodes. The table
CLOSED is applied to store the generated and
processed nodes. The following is the flow chart, see in
Figure 4.
Start
Select the node n which is the smallest f value without j‐‐ j==i+1
previous setting from the table OPEN and put in into No
table Closed, l=length of CLOSED, j=l
No
No
Unity3D is a game development tool developed by
m in OPEN? m in CLOSED?
No
Danish company called Unity Technologies. The
Yes Yes
specific features include an integrated editor,
put m into successor node
table of n
g(m)<g(n)?
No
cross-platform release, terrain editing, shaders, scripts,
Yes
networking, physics, version control features. It is an
integrated authoring tool for creating 3D video games
Modify node k to m in table CLOSED, modify the value of
successor g, f in table OPEN and CLOSED which add here to k
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for one unit and post processes the paths. The Seeker References
isn't needed, but it makes pathfinding easier.
Lastly there are the modifier scripts [1] Hart, P. E.; Nilsson, N. J.; Raphael, B. “A Formal Basis
(e.gSimpleSmoothModifier.cs). Modifiers for the Heuristic Determination of Minimum Cost Paths”,
post-processes paths to smooth or simplify them, if a SIGART Newsletter 37: 28–29.
modifier is attached to the same GameObject as a [2] ALEXANDER NAREYEK. AI in Computer Games
Seeker it will post-process all paths that Seeker [OL].http://www.ai-center.com/publications/nareyek-acmque
handles.See Figure 7,8 ue04.pdf.
[3] RemcoStraatman, William van der Sterren, ArjenBeij,
Killzone’s AI: dynamic procedural combat tactics [OL],
http://www.cgf-ai.com/docs/straatman_remco_killzone_ai.pd
f.
[4]Andrew Lupponw. Hierarchal AI [OL].
http://www-cs-students.stanford.edu/~amitp/Articles/Hierarc
halAI.html.
[5] SUNShudong, LIN Mao, “The coordination path
planning of multiple moving robots based on GA”[J],
Automation Journal,2000, 26(5):672-676.
[6] Mahmoud Tarokh, “Hybrid Intelligent Path Planning
forArticulated Rovers in Rough Terrain”[Z], Fuzzy Sets and
Figure 7.The scene in Unity3D Systems, 2008,159(21):2927-2937.
[7]YE Tao, CHEN Haikui, YANG Guosheng, “a new
method ofGlobal robot navigation and obstacle avoidance in
Unknownenvironment” [J], Robot,2003,25(6):516-520.
[8] GAO Qingji, YU Yongsheng, HU Dandan, “feasible path
searchand optimization Based on an improved A *
algorithm”, ChinaCivil Aviation College Journal, 2005,23
(4): 42-44.
5. Conclusions
A-Star algorithm is a classic algorithm in artificial
intelligence, which can be not only used in the shortest
path searching in game maps, but commonly in the
optimal state deduction in chess class game with
complex state-space. In this paper, it is applied in
searching the shortest path to reach the target ball by
the virtual human.
6. Acknowledgement
This work was supported in part by Shanghai’s Key
Discipline Development Program under Grant No.
J50104.NSFC (60873130, 60872115), Shanghai’s
Leading Academic Discipline Project of Shanghai
Municipal Education Committee (J50104), and
Shanghai University’s Graduate Student Innovative
Fund (No.SHUCX112120). Shanghai Torch Program
(No.1001H173400).
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