Session

Computer Science and Communication Engineering

Description

Non-Player Characters (NPCs) play a pivotal role in computer games, making them a focal point for game developers. The cornerstone of NPC behavior lies in the design of efficient pathfinding strategies, which are integral components of the underlying Artificial Intelligence (AI) models. This paper delves into the algorithms essential for realizing NPC pathfinding, with a specific emphasis on two prominent methods: the Dijkstra algorithm and the A* algorithm. Our study is rooted in an extensive review of existing research in this domain, followed by a comprehensive comparative analysis of these algorithms. Through this comparison, we aim to shed light on the advancements achieved in this field thus far. Furthermore, we provide a succinct summary of the limitations and challenges that warrant continued investigation and research efforts. By offering a nuanced exploration of pathfinding algorithms and their implications for NPC movement systems in computer games, this paper contributes to the ongoing evolution of AI in gaming and serves as a valuable resource for game developers and researchers alike.

Keywords:

Pathfinding Algorithms, Non-Player Characters (NPCs), Artificial Intelligence (AI) in Gaming, Dijkstra Algorithm and A* Algorithm

Proceedings Editor

Edmond Hajrizi

ISBN

978-9951-550-95-6

Location

UBT Lipjan, Kosovo

Start Date

28-10-2023 8:00 AM

End Date

29-10-2023 6:00 PM

DOI

10.33107/ubt-ic.2023.271

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Oct 28th, 8:00 AM Oct 29th, 6:00 PM

A Comparative Analysis of Pathfinding Algorithms in NPC Movement Systems for Computer Games

UBT Lipjan, Kosovo

Non-Player Characters (NPCs) play a pivotal role in computer games, making them a focal point for game developers. The cornerstone of NPC behavior lies in the design of efficient pathfinding strategies, which are integral components of the underlying Artificial Intelligence (AI) models. This paper delves into the algorithms essential for realizing NPC pathfinding, with a specific emphasis on two prominent methods: the Dijkstra algorithm and the A* algorithm. Our study is rooted in an extensive review of existing research in this domain, followed by a comprehensive comparative analysis of these algorithms. Through this comparison, we aim to shed light on the advancements achieved in this field thus far. Furthermore, we provide a succinct summary of the limitations and challenges that warrant continued investigation and research efforts. By offering a nuanced exploration of pathfinding algorithms and their implications for NPC movement systems in computer games, this paper contributes to the ongoing evolution of AI in gaming and serves as a valuable resource for game developers and researchers alike.