Real Time Planning for Path-finding in Computer Games


The relationship between AI and computer games could be qualified as “bi-directional inverse”. Modern AI techniques use old games –chess, bridge, go, test fields while modern computer games use old AI techniques as A*. The fast evolution of this kind of entertainment has multiplied the AI requirements of the new developments evidencing the necessity to reuse the work already done in the research field. This article discusses what role play and what role could play the last achievements in the field of AI Planning in the resolution of the problem of path-finding in modern real time computer games. 0. AI and Modern Computer Games Recent articles published about the state of the art of the commercial computer game’s AI [1] reveals that this issue has finally been recognized as an important part of the game design process. In the past this functionality used to be relegated in the projects schedule but now, for many people, game’s AI has become as important as for example as the game’s graphics engine. The next graph (Fig. 1), making reference to information gathered at the Game Developers Conference 2001 [2] roundtables, illustrates this evolution in terms of human resources dedicated and CPU time reserved.

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@inproceedings{Tous2002RealTP, title={Real Time Planning for Path-finding in Computer Games}, author={Rub{\'e}n Tous}, year={2002} }