Path planning with Inventory-driven Jump-Point-Search
Artificial Intelligence
2016-07-05 v1
Abstract
In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in video-games, in which a character may need to acquire a certain object (i.e., a key or a flying suit) to be able to traverse specific locations (e.g., doors or high walls). In order for non-player characters to handle such scenarios we present invJPS, an "inventory-driven" pathfinding approach based on the highly successful grid-based Jump-Point-Search (JPS) algorithm. We show, formally and experimentally, that the invJPS preserves JPS's optimality guarantees and its symmetry breaking advantages in inventory-based variants of game maps.
Keywords
Cite
@article{arxiv.1607.00715,
title = {Path planning with Inventory-driven Jump-Point-Search},
author = {Davide Aversa and Sebastian Sardina and Stavros Vassos},
journal= {arXiv preprint arXiv:1607.00715},
year = {2016}
}