Title
Path Planning For Racing Games
Abstract
We propose a set of path planning tools including path generator, cost map generator and path editor for racing games. The user can define the race by providing a racetrack as a 3D model and weights of the devised turn and heuristic functions in our system. Then, the proposed cost map generator automatically generates necessary information of the racetract including cost map and distance to finish of any position on the race track. Different from the traditional A* problem, in our research the obstacles are dynamic and there are multiple sources and destinations. Our approach generates the path of each racer on the basis of time slots to which the path finding methods applies on the fly. To further guarantee the quality of the path, we implement path smoothing using a Gaussian filter and provide an off-line path editor that allows users to edit the path in time-space domain intuitively, flexibly, and effectively. Our tools have been verified in a horse racing game to generate natural racer behaviors, demonstrating realistic and exciting racing.
Year
DOI
Venue
2010
10.1142/S0218213010000364
INTERNATIONAL JOURNAL ON ARTIFICIAL INTELLIGENCE TOOLS
Keywords
Field
DocType
A*, path finding, heuristic function, AI tool, racing game
Gaussian filter,Heuristic function,Motion planning,Any-angle path planning,Heuristic,Computer science,On the fly,Smoothing,Artificial intelligence,Fast path,Machine learning
Journal
Volume
Issue
ISSN
19
5
0218-2130
Citations 
PageRank 
References 
2
0.38
10
Authors
4
Name
Order
Citations
PageRank
Charlie Irawan Tan191.97
Changmin Chen230.79
Wen-Kai Tai311916.71
Chin Chen Chang47849725.95