English

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}
}
R2 v1 2026-06-22T14:42:05.723Z