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My project uses the First Person Shooter video game, Unreal Tournament 2004, and an accompanying bot-programming framework, Pogamut. Pogamut allows for scripting the bots in the game, running as many as we want on a single server / game map, including human players as well. The platform also contains extensive debugging and logging services.
A* is used for implementing path-finding around the map for the bot, assuming his medium and long term intelligence sets a goal that is not immediately reachable. However, under the current system, the bot “naively” runs between the given way-points, following the shortest path.
My proposal is to modify this system, so that A* does not only take under consideration Cartesian space (i.e. shortest path), but such variables as cover, fire zones, bonuses, etc. It does this by updating the distances between way-points to reflect not only space, but tactical viability in general. The project itself will only effect the low le