Path Planning with Inventory-Driven Jump-Point-Search

Authors

  • Davide Aversa Sapienza University of Rome
  • Sebastian Sardina RMIT University of Melbourne
  • Stavros Vassos Sapienza University of Rome

DOI:

https://doi.org/10.1609/aiide.v11i1.12781

Keywords:

pathfinding, search, inventory, capabilities

Abstract

In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in videogames, in which a character may need to acquire a certain object (i.e., a key or a flying suit) to be able to traverse specific locations (e.g., doors or high walls). In order for non-player characters to handle such scenarios we present InvJPS, an “inventory-driven” pathfinding approach based on the highly successful grid-based Jump-Point-Search (JPS) algorithm. We show, formally and experimentally, that the InvJPS preserves JPS’s optimality guarantees and its symmetry breaking advantages in inventory-based variants of game maps.

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Published

2021-06-24

How to Cite

Aversa, D., Sardina, S., & Vassos, S. (2021). Path Planning with Inventory-Driven Jump-Point-Search. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 11(1), 2-8. https://doi.org/10.1609/aiide.v11i1.12781