A* Search in 2-Dimensional Games

CSC I1500: Artificial Intelligence 

David Leonard

December 12th, 2015

A* Search

f(n) = g(n) + h(n)
f(n)=g(n)+h(n)f(n) = g(n) + h(n)
f(n) = fitness
f(n)=fitnessf(n) = fitness
g(n) = goal
g(n)=goalg(n) = goal
h(n) = heuristic
h(n)=heuristich(n) = heuristic

A* in Action

Mechanics of Fire Emblem

Statistics

Character Death

Random Number Generator

Terrain

Applications of A*

Defining 

h(n)
h(n)h(n)
h(n) = k(x)
h(n)=k(x)h(n) = k(x)
h(n) = u(x)
h(n)=u(x)h(n) = u(x)
h(n) = d(x)
h(n)=d(x)h(n) = d(x)
h(n) = m(x)
h(n)=m(x)h(n) = m(x)

Is         well defined?

h(n)
h(n)h(n)

Improvements to 

h(n)
h(n)h(n)
  1. Factor in Hit Percentage
  2. Factor in Critical Hit Percentage
  3. Factor in Damage Dealt > 0
  4. Factor in Terrain Bonuses
  5. Abuse Random Number Generator

Implementation Challenges

Optimizating A* Computations

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