Path Planning with World Semantics
Specification
The aim of this project is to alter the geometrically optimised path generated by the standard
A* search algorithm to take into account world semantics in real time. Bandi and Cavazza proposed a method
using a modified version of an epsilon admissible variant of the A* algorithm to ensure agents take a path
giving them full visibility of doors in the virtual environment at all times.
We use it for a more generic case in preventing the agent from going through regions in
an environment which it may consider dangerous, such as territory occupied by stronger enemy units. The idea
is to get A* to consider looking for paths around the danger area but still consider it if alternative paths
are too long. We intend to use a real-time version of A* so that the path planning procedure and expansion
of nodes can be observed instead of observing only the final path generated.
Path Planning
Home Page
Specification
Design
and Implementation
Go to Top
|