A*
by Anthony Ratcliffe · in General Discussion · 05/05/2009 (7:34 pm) · 12 replies
hey there, im doing an essay on a* algorithms and i was wondering if anyone knew of good websites, also websites with games containing a* and examples of big games using a*?
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#2
05/05/2009 (9:16 pm)
http://www.policyalmanac.org/games/aStarTutorial.htm
#3
05/06/2009 (12:38 am)
Quote:games containing a* and examples of big games using a*?Probably almost every game that requires pathfinding...
#4
Im just having a quick look over a* algorithm and path finding and im having a little bit of trouble understanding some of the concepts behide it. wondering if you could clear up these before i decide which search algorithm to cover on my games development project. Im unable to find much on games that use a* as there main form of path finding even tho i'm pretty sure that is the mainstay of pathfinding within games today wondering if you had any links of books off hand that would cover this?
the other problem ive come question i've thought of is can 2 algorithms be incorporated such as fuzzy and a* prephaps with in a game bot, A* for the pathfinding and fuzzy to control the decisions on weather to attack retreat ect. Or does A* cover all over these, i seem unable to find much on weath A* is able to make decsions or weather it simple is path finding
05/06/2009 (8:52 am)
aye i was pretty aware of that daniel but i can seem to find examples.Im just having a quick look over a* algorithm and path finding and im having a little bit of trouble understanding some of the concepts behide it. wondering if you could clear up these before i decide which search algorithm to cover on my games development project. Im unable to find much on games that use a* as there main form of path finding even tho i'm pretty sure that is the mainstay of pathfinding within games today wondering if you had any links of books off hand that would cover this?
the other problem ive come question i've thought of is can 2 algorithms be incorporated such as fuzzy and a* prephaps with in a game bot, A* for the pathfinding and fuzzy to control the decisions on weather to attack retreat ect. Or does A* cover all over these, i seem unable to find much on weath A* is able to make decsions or weather it simple is path finding
#5
A* is for pathfinding, it is definitely not for decision making. Really, that site I linked to is pretty excellent, it also stated that in the first sentence of the first page.
Ok technically you might run across some references to using A* for decision making in the context of a planner that has actions linked together in a graph like structure, but again that is totally overkill for a first project.
AI by Example is the very best getting started in ai programming book out there. Its cheap, it has source code, and it covers the basics of pathfinding, locomotion, and decision making.
05/06/2009 (9:38 am)
I'm guessing you mean fuzzy logic? That is one technique that can be used in a decision making process, but honestly I'd steer clear of it. Its overkill for your first adventure in ai.A* is for pathfinding, it is definitely not for decision making. Really, that site I linked to is pretty excellent, it also stated that in the first sentence of the first page.
Ok technically you might run across some references to using A* for decision making in the context of a planner that has actions linked together in a graph like structure, but again that is totally overkill for a first project.
AI by Example is the very best getting started in ai programming book out there. Its cheap, it has source code, and it covers the basics of pathfinding, locomotion, and decision making.
#6
05/06/2009 (9:41 am)
well its not for a project just for a uni essay, ive used fuzzy before and other algorithms.unfortunetly i need to back up my answers as to why a* is used and example of games its used in. unfortunetly there so little that game makers give away from big projects im struggling
#7
05/06/2009 (9:43 am)
On the topic of decision making, you probably want to read up on Finite State Machines (FSM). They are also described and implemented (with source code) in AI by Example.
#8
05/06/2009 (9:44 am)
Oh, wow, this is for an essay? I take back all the time I spent on this thread.
#9
05/06/2009 (9:47 am)
sorry what do you mean take back your time? and if you had read the 6th word in my first sentance you would have seen this. i was simple looking for a collective response on website and answers to narrow my search i was no asking you to do it for me if that is what you were suggesting
#10
05/06/2009 (10:14 am)
Ah, please disregard my previous post, I'm just in a bad mood. In any case, I did give you some leads thats all I have atm.
#11
05/06/2009 (3:00 pm)
its all good dw, i was looking at the unreal bots but they seem to be controlled via fuzzy logic
#12
GHOST PATHFINDER
The ghost pathfinder will take the last known location of Pac Man, the current locations
of the ghosts, and the state of Pac Man to calculate the next moves for the ghosts. Each square
immediately next to Pac Man is labeled 1. All squares next to squares labeled 1 are labeled 2
and so on until the entire board is labeled. Ghosts will move to the lowest number square that is
not blocked by a wall. If a ghost is surrounded with squares of the same number it will pick
randomly which direction it will go. The module will output the next xy coordinates for each
ghost to the game controller. This module will be active computing the next screen when the
game controller is drawing the current screen
05/06/2009 (4:07 pm)
im not sure if this classes as a* but i think its a good exampleGHOST PATHFINDER
The ghost pathfinder will take the last known location of Pac Man, the current locations
of the ghosts, and the state of Pac Man to calculate the next moves for the ghosts. Each square
immediately next to Pac Man is labeled 1. All squares next to squares labeled 1 are labeled 2
and so on until the entire board is labeled. Ghosts will move to the lowest number square that is
not blocked by a wall. If a ghost is surrounded with squares of the same number it will pick
randomly which direction it will go. The module will output the next xy coordinates for each
ghost to the game controller. This module will be active computing the next screen when the
game controller is drawing the current screen
Associate James Ford
Sickhead Games