Affective Pathfinding in Video Games
dc.contributor.author | Daszuta, Marcin | |
dc.contributor.author | Wróbel, Filip | |
dc.contributor.author | Rynkiewicz, Filip | |
dc.contributor.author | Szajerman, Dominik | |
dc.contributor.author | Napieralski, Piotr | |
dc.date.accessioned | 2021-07-19T06:18:26Z | |
dc.date.available | 2021-07-19T06:18:26Z | |
dc.date.issued | 2018 | |
dc.description.abstract | To allow player submerge in created environment of a video game, agents called Non-Player Characters (NPCs) should act believably. One of the most vital aspect, in case of NPCs is pathfinding. There are a few methods that allow change path finding algorithms to become more human-like. Yet, those are not considering many vital aspects of human decisions regarding path choosing. The main purpose of this paper is to present known approaches and show example of a new approach that wider considers psychological aspects of decision making in case of choosing a path. | en_EN |
dc.identifier.citation | Daszuta, M., Wróbel, F., Rynkiewicz, F., Szajerman, D., & Napieralski, P. (2018). Affective Pathfinding in Video Games. Journal of Applied Computer Science, 26(2), 23-30. https://doi.org/10.34658/jacs.2018.26.2.23-29 | |
dc.identifier.doi | https://doi.org/10.34658/jacs.2018.26.2.23-29 | |
dc.identifier.doi | 10.34658/jacs.2018.26.2.23-29 | |
dc.identifier.issn | 1507-0360 | |
dc.identifier.uri | http://hdl.handle.net/11652/3887 | |
dc.identifier.uri | https://doi.org/10.34658/jacs.2018.26.2.23-29 | |
dc.language.iso | en | en_EN |
dc.page.number | s. 23-29 | |
dc.publisher | Wydawnictwo Politechniki Łódzkiej | pl_PL |
dc.publisher | Lodz University of Technology Press | en_EN |
dc.relation.ispartof | Journal of Applied Computer Science, Vol. 26, No. 2, Wydawnictwo Politechniki Łódzkiej, Łódź 2018, ISSN 1507-0360. | |
dc.rights | Fair use condition | en_EN |
dc.rights | Dla wszystkich w zakresie dozwolonego użytku | pl_PL |
dc.rights.license | LUT License | en_EN |
dc.rights.license | Licencja PŁ | pl_PL |
dc.subject | computer games | en_EN |
dc.subject | pathfinding | en_EN |
dc.subject | AI | en_EN |
dc.subject | artificial intelligence | en_EN |
dc.subject | gry komputerowe | pl_PL |
dc.subject | poszukiwanie drogi | pl_PL |
dc.subject | sztuczna inteligencja | pl_PL |
dc.title | Affective Pathfinding in Video Games | en_EN |
dc.type | Artykuł | pl_PL |
dc.type | Article | en_EN |