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A* pathfinding algorithm modification for a 3D engine

机译:3D引擎的A *寻路算法修改

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Frequently the quality of a path returned by a pathfinding algorithm is more important than the performance of that algorithm. This paper presents a new algorithm, based on A*, which is better suited for use in 3D game engines. The modification was evaluated by a series of comparative tests. The standard A* algorithm was used as a benchmark in the comparisons. The changes in the algorithm consist in using a different heuristic, adding vertex penalties, and post-processing of the path. A custom-built 3D graphics engine was used as the test environment. The paths generated by the new algorithm are a more natural choice for humans than the ones selected by the standard A* algorithm.
机译:通常,寻路算法返回的路径质量比该算法的性能更为重要。本文提出了一种基于A *的新算法,该算法更适合在3D游戏引擎中使用。通过一系列对比测试评估了该修改。在比较中,将标准A *算法用作基准。算法的变化在于使用不同的启发式方法,添加顶点惩罚以及对路径进行后处理。使用定制的3D图形引擎作为测试环境。与标准A *算法选择的路径相比,新算法生成的路径对人类而言是更自然的选择。

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