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Pathfinding in Games

Authors Adi Botea, Bruno Bouzy, Michael Buro, Christian Bauckhage, Dana Nau



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DFU.Vol6.12191.21.pdf
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Author Details

Adi Botea
Bruno Bouzy
Michael Buro
Christian Bauckhage
Dana Nau

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Adi Botea, Bruno Bouzy, Michael Buro, Christian Bauckhage, and Dana Nau. Pathfinding in Games. In Artificial and Computational Intelligence in Games. Dagstuhl Follow-Ups, Volume 6, pp. 21-31, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2013) https://doi.org/10.4230/DFU.Vol6.12191.21

Abstract

Commercial games can be an excellent testbed to artificial intelligence (AI) research, being a middle ground between synthetic, highly abstracted academic benchmarks, and more intricate problems from real life. Among the many AI techniques and problems relevant to games, such as learning, planning, and natural language processing, pathfinding stands out as one of the most common applications of AI research to games. In this document we survey recent work in pathfinding in games. Then we identify some challenges and potential directions for future work. This chapter summarizes the discussions held in the pathfinding workgroup.

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Keywords
  • path finding
  • search
  • games

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