Daszuta, MarcinWróbel, FilipRynkiewicz, FilipSzajerman, DominikNapieralski, Piotr2021-07-192021-07-192018Daszuta, 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.2018.26.2.23-291507-0360http://hdl.handle.net/11652/3887https://doi.org/10.34658/jacs.2018.26.2.23-29To 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.enFair use conditionDla wszystkich w zakresie dozwolonego użytkucomputer gamespathfindingAIartificial intelligencegry komputeroweposzukiwanie drogisztuczna inteligencjaAffective Pathfinding in Video GamesArtykułLUT LicenseLicencja PŁhttps://doi.org/10.34658/jacs.2018.26.2.23-2910.34658/jacs.2018.26.2.23-29