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Utilizing Swarm Intelligence for Pathfinding in Virtual Reality Game by Ant system Algorithm Banyapon Poolsawa College of Creative Design and Entertainment Technology, Thailand

Utilizing Swarm Intelligence for Pathfinding in Virtual Reality Gameby Ant system Algorithm

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Page 1: Utilizing Swarm Intelligence for Pathfinding in Virtual Reality Gameby Ant system Algorithm

Utilizing Swarm Intelligence for Pathfinding in Virtual Reality Game by Ant system Algorithm

Banyapon PoolsawaCollege of Creative Design and Entertainment Technology, Thailand

Page 2: Utilizing Swarm Intelligence for Pathfinding in Virtual Reality Gameby Ant system Algorithm

Objective & Abstract:

In this paper, a novel approach to design the enemy characters’ pathfinding system in a 3D Virtual Reality Game. This paper proposes a solution based on application of Computational Intelligence to create an enemy path used for entertainment.

The use of Computational Intelligence in the form of adapting the behavior of ant to build roads in the map is based on the leaving pheromones while searching for the source of the food. In order to adapt the algorithm to create the most appropriate path based on AI conditions such as the shortest path and the safest path.

Then, the system sorts all these paths according to the conditions and shows to characters for planning a path to the player.

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Virtual Reality Game

Game Engine

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Virtual Reality SDK

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VR Content is EasyVR Game Mechanic is Difficult!

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A* Algorithm for Pathfinding

A* (pronounced "A - star") is one of the most popular methods for finding the shortest path

between two locations in a mapped area. A* was developed in 1968 to combine heuristic

approaches like Best-First-Search (BFS) and formal approaches like Dijsktra's algorithm.

The defining characteristics of the A* algorithm are the building of a "closed list" to record areas

already evaluated, a "fringe list" to record areas adjacent to those already evaluated, and the

calculation of distances traveled from the "start point" with estimated distances to the "goal

point".

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Game Engine Component for A*

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Mechanism to improve quality of AI Pathfinder

Ant System:

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ANT SYSTEM:

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คอ Node เปาหมายทจะเดนทางตอไปของมดตวท คอ ระยะทางทงหมดทเกดจากการเดนผานของมดตวท จาก N ไปยง F () โดย Node ใดๆ ทมดไมไดเดนทางผานใหมคาเปน 0
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Calculate for Securities Levels:

Path Finder Calculator

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Calculate for Securities Levels:

Path Finder CalculatorA*

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Calculate for Securities Levels:

60% Destroy Rate, Not Secure

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Page 13: Utilizing Swarm Intelligence for Pathfinding in Virtual Reality Gameby Ant system Algorithm

Calculate for Securities Levels:

Path Finder CalculatorA*

60% Destroy Rate, Not Secure

Securities Level Data:

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Flow:

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Mechanism to improve quality of AI Pathfinder, implement with Unity3D andSteamVR SDK

Ant System:

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Mechanism to improve quality of AI Pathfinder, implement with Unity3D andSteamVR SDK

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Collect Data: Cohorts Analyses

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Mechanism to improve quality of AI Pathfinder, implement with Unity3D andSteamVR SDK

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Mechanism to improve quality of AI Pathfinder, implement with Unity3D andSteamVR SDK

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Evaluation:

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รายการประเมน คาเฉลย ระดบคณภาพ

ระยะของตาแหนงการสมของตวละครทเกดขนขณะเลนเกม 3.73 ด

จานวนตวละครทคานวณและปรากฏขนมาในเกม 3.95 ด

ระยะความถของศตรทมผลตอเวลาเดนทางมายงตวละคร 3.51 ด

ความคมชดของกราฟกในความจรงเสมอน 3.3 ปานกลาง

ระบบ ความยาก งาย ภายในเกมทผเลนเขาใจไดงาย 3.66 ด

ผลการประเมนความพงพอใจของผใชงาน

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จากตารางท 4 พบวามคาเฉลยความพงพอใจท 3.63 ซงอยในเกณฑระดบดเปนขอยนยนวารปแบบของ อลกอรทมทมผลตอการคำนวณหาเสนทางของศตรดวยการใชความฉลาดแบบกลมดวยอลกอรทมระบบมด สามารถคำนวณระยะของตำแหนงทเกดจากการอางองความถของเสนทางทปลอดภย ออกเปนเสนทางใหมทหลากหลายขน สงผลใหผเลนเกดประสบการณในการเลนทแตกตางจากการเปลยนระดบของเกม ดวยการทระบบของศตรมเสนทางทหลากหลายไมซำรปแบบ
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Thank You

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