Review of A* (A Star) Navigation Mesh Pathfinding as the Alternative of Artificial Intelligent for Ghosts Agent on the Pacman Game

Shortest pathfinding problem has become a populer issue in Game’s Artificial Intelligent (AI). This paper discussed the effective way to optimize the shortest pathfinding problem, namely Navigation Mesh (NavMesh). This method is very interesting because it has a large area of implementation, especia...

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Main Author: Moh. Zikky
Format: Article
Language:English
Published: Politeknik Elektronika Negeri Surabaya 2016-08-01
Series:Emitter: International Journal of Engineering Technology
Online Access:http://emitter.pens.ac.id/index.php/emitter/article/view/117
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spelling doaj-e9dc04ba51be4d3ca7d329ab2f3390ac2020-11-25T01:57:11ZengPoliteknik Elektronika Negeri Surabaya Emitter: International Journal of Engineering Technology2355-391X2443-11682016-08-014158Review of A* (A Star) Navigation Mesh Pathfinding as the Alternative of Artificial Intelligent for Ghosts Agent on the Pacman GameMoh. Zikky0Politeknik Elektronika Negeri SurabayaShortest pathfinding problem has become a populer issue in Game’s Artificial Intelligent (AI). This paper discussed the effective way to optimize the shortest pathfinding problem, namely Navigation Mesh (NavMesh). This method is very interesting because it has a large area of implementation, especially in games world. In this paper, NavMesh was implemented by using A* (A star) algorithm and examined in Unity 3D game engine. A* was an effective algorithm in shortest pathfinding problem because its optimization was made with effective tracing using segmentation line. Pac-Man game was chosen as the example of the shortest pathfinding by using NavMesh in Unity 3D. A* algorithm was implemented on the enemies of Pac-Man (three ghosts),  which path was designed by using NavMesh concept. Thus, the movement of ghosts in catching Pac-Man was the result of this review of the effectiveness of this concept. In further research, this method could be implemented on several optimization programmes, such as Geographic Information System (GIS), robotics, and statistics.http://emitter.pens.ac.id/index.php/emitter/article/view/117
collection DOAJ
language English
format Article
sources DOAJ
author Moh. Zikky
spellingShingle Moh. Zikky
Review of A* (A Star) Navigation Mesh Pathfinding as the Alternative of Artificial Intelligent for Ghosts Agent on the Pacman Game
Emitter: International Journal of Engineering Technology
author_facet Moh. Zikky
author_sort Moh. Zikky
title Review of A* (A Star) Navigation Mesh Pathfinding as the Alternative of Artificial Intelligent for Ghosts Agent on the Pacman Game
title_short Review of A* (A Star) Navigation Mesh Pathfinding as the Alternative of Artificial Intelligent for Ghosts Agent on the Pacman Game
title_full Review of A* (A Star) Navigation Mesh Pathfinding as the Alternative of Artificial Intelligent for Ghosts Agent on the Pacman Game
title_fullStr Review of A* (A Star) Navigation Mesh Pathfinding as the Alternative of Artificial Intelligent for Ghosts Agent on the Pacman Game
title_full_unstemmed Review of A* (A Star) Navigation Mesh Pathfinding as the Alternative of Artificial Intelligent for Ghosts Agent on the Pacman Game
title_sort review of a* (a star) navigation mesh pathfinding as the alternative of artificial intelligent for ghosts agent on the pacman game
publisher Politeknik Elektronika Negeri Surabaya
series Emitter: International Journal of Engineering Technology
issn 2355-391X
2443-1168
publishDate 2016-08-01
description Shortest pathfinding problem has become a populer issue in Game’s Artificial Intelligent (AI). This paper discussed the effective way to optimize the shortest pathfinding problem, namely Navigation Mesh (NavMesh). This method is very interesting because it has a large area of implementation, especially in games world. In this paper, NavMesh was implemented by using A* (A star) algorithm and examined in Unity 3D game engine. A* was an effective algorithm in shortest pathfinding problem because its optimization was made with effective tracing using segmentation line. Pac-Man game was chosen as the example of the shortest pathfinding by using NavMesh in Unity 3D. A* algorithm was implemented on the enemies of Pac-Man (three ghosts),  which path was designed by using NavMesh concept. Thus, the movement of ghosts in catching Pac-Man was the result of this review of the effectiveness of this concept. In further research, this method could be implemented on several optimization programmes, such as Geographic Information System (GIS), robotics, and statistics.
url http://emitter.pens.ac.id/index.php/emitter/article/view/117
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