Abstract

Pathfinding is the method for determining the shortest path. Pathfinding is widely used in various fields of Computer Science. One of them is game development. This research will design and analyze the pathfinding using the A-Star algorithm and implement it on a tree planting game. The Artificial Intelligence in the game will find its own shortest path from the start node to the goal node. The heuristic of A-Star is the Manhattan Distance that allows movement in four different directions. The result shows that the number of visited nodes will increase if the grid has many obstacle nodes, and the average time of the A-Star pathfinding process is 0.0732 seconds.

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