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The Effects of Human-like Modifications to Heuristic Action Evaluation in Video Game Pathfinding

Abstract

We present a series of parameterizable modifications to heuristic evaluation of actions in the A* algorithm, designed to create more human-like and dexterity-robust paths through games in the 2 dimensional platformer style. We attempt to create paths at various levels of player skill by imposing constraints onto the timing and duration of actions designed to mimic human reaction times and ability. We show that these action value modifications result in the A* search algorithm producing smoother paths, taking safer routes to avoid danger, and requiring fewer actions to be performed in a given amount of game time.

Authors

Bishop R; Churchill D

Pagination

pp. 1-8

Publisher

Association for Computing Machinery (ACM)

Publication Date

September 5, 2022

DOI

10.1145/3555858.3555888

Name of conference

Proceedings of the 17th International Conference on the Foundations of Digital Games

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