License: Creative Commons Attribution 3.0 Unported license (CC BY 3.0)
When quoting this document, please refer to the following
DOI: 10.4230/DFU.Vol6.12191.21
URN: urn:nbn:de:0030-drops-43334
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Botea, Adi ; Bouzy, Bruno ; Buro, Michael ; Bauckhage, Christian ; Nau, Dana

Pathfinding in Games

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Commercial games can be an excellent testbed to artificial intelligence (AI) research, being a middle ground between synthetic, highly abstracted academic benchmarks, and more intricate problems from real life. Among the many AI techniques and problems relevant to games, such as learning, planning, and natural language processing, pathfinding stands out as one of the most common applications of AI research to games. In this document we survey recent work in pathfinding in games. Then we identify some challenges and potential directions for future work. This chapter summarizes the discussions held in the pathfinding workgroup.

BibTeX - Entry

  author =	{Adi Botea and Bruno Bouzy and Michael Buro and Christian Bauckhage and Dana Nau},
  title =	{{Pathfinding in Games}},
  booktitle =	{Artificial and Computational Intelligence in Games},
  pages =	{21--31},
  series =	{Dagstuhl Follow-Ups},
  ISBN =	{978-3-939897-62-0},
  ISSN =	{1868-8977},
  year =	{2013},
  volume =	{6},
  editor =	{Simon M. Lucas and Michael Mateas and Mike Preuss and Pieter Spronck and Julian Togelius},
  publisher =	{Schloss Dagstuhl--Leibniz-Zentrum fuer Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{},
  URN =		{urn:nbn:de:0030-drops-43334},
  doi =		{10.4230/DFU.Vol6.12191.21},
  annote =	{Keywords: path finding, search, games}

Keywords: path finding, search, games
Collection: Artificial and Computational Intelligence in Games
Issue Date: 2013
Date of publication: 18.11.2013

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