ECAI 2004 Conference Paper

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Dynamic skeleton-based wayfinding

Hans Guesgen, Paul Shotbolt

In this paper, a system is proposed in which case-based reasoning principles are applied to the wayfinding problem for computer games. Case-based reasoning is thought to mimic aspects of human thinking, and it is hoped that by applying this methodology to wayfinding in computer games, more convincing non-player character behaviour can be simulated. Additionally, case-based reasoning allows for re-use of knowledge, and performance gains could be achieved through a reduction in redundant computation. This approach incorporates aspects of island search, case-based reasoning and traditional wayfinding techniques. Agents store a skeleton set of known paths and adapt these skeleton paths to solve new wayfinding problems. Solutions are then incorporated back into the case base to create a dynamic, evolving case-base of skeleton paths.

Keywords: wayfinding, case-based reasoning, dynamic skeleton set, computer games

Citation: Hans Guesgen, Paul Shotbolt: Dynamic skeleton-based wayfinding. In R.López de Mántaras and L.Saitta (eds.): ECAI2004, Proceedings of the 16th European Conference on Artificial Intelligence, IOS Press, Amsterdam, 2004, pp.1027-1028.


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ECAI-2004 is organised by the European Coordinating Committee for Artificial Intelligence (ECCAI) and hosted by the Universitat Politècnica de València on behalf of Asociación Española de Inteligencia Artificial (AEPIA) and Associació Catalana d'Intel-ligència Artificial (ACIA).