Miten A*-algoritmia voidaan hyödyntää peleissä

Tässä tutkielmassa tarkastellaan, miten A*-algoritmi ja siitä johdetut HPA*- ja KM-A*-algoritmit toimivat ja miten niitä voidaan hyödyntään pelikartoissa. A*-algoritmi on hyvin käytetty polunetsinnässä, mutta sen vaatimat resurssit tekevät siitä hitaan peleille. HPA*- ja KM-A* -algoritmit pyrkivät n...

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Main Author: Heino, Tuomo
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, University of Jyväskylä, Jyväskylän yliopisto
Format: Bachelor's thesis
Language:fin
Published: 2016
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/50029
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author Heino, Tuomo
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto
author_facet Heino, Tuomo Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto Heino, Tuomo Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto
author_sort Heino, Tuomo
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description Tässä tutkielmassa tarkastellaan, miten A*-algoritmi ja siitä johdetut HPA*- ja KM-A*-algoritmit toimivat ja miten niitä voidaan hyödyntään pelikartoissa. A*-algoritmi on hyvin käytetty polunetsinnässä, mutta sen vaatimat resurssit tekevät siitä hitaan peleille. HPA*- ja KM-A* -algoritmit pyrkivät nopeuttamaan A*:n toimintaa tinkimällä reitin tarkkuudesta. Kummatkin nopeuttavat huomattavasti A*:n toimintaa, mutta tuovat myös ongelmia. In this study we look at A*-algorithm and its modifications HPA*- and KM-A*-algorithm and how they work on game maps. A*-algorithm is still very widely used in pathfinding but its resource heavy pathfinding makes it slow to use in games. HPA* and KM-A*-algorithm try to speed the pathfinding process by cutting from optimality of the path. Both of these algorithms offer a great speed increase for A* but they also present their own problems with the speed enhancing techniques.
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spellingShingle Heino, Tuomo Miten A*-algoritmia voidaan hyödyntää peleissä A*-algoritmi HPA*-algoritmi KM-A*-algoritmi polunetsintä Tietotekniikka Mathematical Information Technology
title Miten A*-algoritmia voidaan hyödyntää peleissä
title_full Miten A*-algoritmia voidaan hyödyntää peleissä
title_fullStr Miten A*-algoritmia voidaan hyödyntää peleissä Miten A*-algoritmia voidaan hyödyntää peleissä
title_full_unstemmed Miten A*-algoritmia voidaan hyödyntää peleissä Miten A*-algoritmia voidaan hyödyntää peleissä
title_short Miten A*-algoritmia voidaan hyödyntää peleissä
title_sort miten a algoritmia voidaan hyödyntää peleissä
title_txtP Miten A*-algoritmia voidaan hyödyntää peleissä
topic A*-algoritmi HPA*-algoritmi KM-A*-algoritmi polunetsintä Tietotekniikka Mathematical Information Technology
topic_facet A*-algoritmi HPA*-algoritmi KM-A*-algoritmi Mathematical Information Technology Tietotekniikka polunetsintä
url https://jyx.jyu.fi/handle/123456789/50029 http://www.urn.fi/URN:NBN:fi:jyu-201606012805
work_keys_str_mv AT heinotuomo mitenaalgoritmiavoidaanhyödyntääpeleissä