Skeleton-based Wayfinding for Computer Games

Hans Guesgen, and Paul Shotbolt, University of Auckland

This is an extended version of a paper published in the ECAI conference. In this paper, a system is proposed in which case-based reasoning principles are applied to the wayfinding problem for computer games. As case-based reasoning is thought to mimic aspects of human thinking, applying this methodology may provide more convincing non-player character behaviour. Additionally, CBR allows for re-use of knowledge, and performance gains could be achieved through a reduction in redundant computation. This approach incorporates aspects of island search, case-based reasoning and traditional wayfinding techniques. Agents store a skeleton set of known paths and adapt these skeleton paths to solve new wayfinding problems. New solutions, along with paths obtained through communication with other agents, are reincorporated to create a dynamic, evolving case-base of skeleton paths.


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