Reitinhakualgoritmien käyttö videopeleissä

Reitinhaku on sekä videopeleissä että tekoälyn ja robotiikan puolella hyvin tuttu ongelma. Sen tutkimiseen on käytetty viime vuosina paljon resursseja lisääntyneen tekoälykiinnostuksen vuoksi. Tässä tutkielmassa keskitytään videopeleissä tapahtuvaan reitinhakuun, josta käsitellään lyhyesti sen histo...

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Main Author: Keränen, Emil
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Bachelor's thesis
Language:fin
Published: 2018
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/58472
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author Keränen, Emil
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Keränen, Emil Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Keränen, Emil Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Keränen, Emil
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description Reitinhaku on sekä videopeleissä että tekoälyn ja robotiikan puolella hyvin tuttu ongelma. Sen tutkimiseen on käytetty viime vuosina paljon resursseja lisääntyneen tekoälykiinnostuksen vuoksi. Tässä tutkielmassa keskitytään videopeleissä tapahtuvaan reitinhakuun, josta käsitellään lyhyesti sen historiaa, joitain käytettyjä algoritmeja ja pelialueen esitysmenetelmiä sekä vertaillaan niiden tehokkuutta keskenään. Tutkielma on kirjallisuuskatsaus, joka perustuu muihin tieteellisiin teoksiin. Keskeisinä tuloksina tulee esille alueen kolmioinnin sekä kolmiointia hyödyntävän TRA*-algoritmin vahvuudet verrattuna alueen ruudukkoesitykseen ja perinteiseen A*-algoritmiin. Tämän vuoksi pelialueet pitäisi esittää jonain muina kuin ruudukkoina, jotta tehokkaammat algoritmit voivat toimia paremmin. Pathfinding is a known problem in video games, artificial intelligence (AI) and robotics. In recent years more and more resources have been spent in researching AI and its problems because of growth in interest. In this study I focus on pathfinding in video games, whereof I briefly introduce its history, some algorithms that are used and how the game area is represented, and finally compare their efficiency. The study is a review that depends on other studies. The key results are the benefits of triangulation and TRA*-algorithm in comparison with using a grid map and A*-algorithm. Therefore game areas should be represented as something else than a grid map, so more efficient algorithms can perform better.
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spellingShingle Keränen, Emil Reitinhakualgoritmien käyttö videopeleissä reitinhaku polunetsintä A*-algoritmi TRA*-algoritmi Tietotekniikka Mathematical Information Technology 602 videopelit algoritmit tekoäly
title Reitinhakualgoritmien käyttö videopeleissä
title_full Reitinhakualgoritmien käyttö videopeleissä
title_fullStr Reitinhakualgoritmien käyttö videopeleissä Reitinhakualgoritmien käyttö videopeleissä
title_full_unstemmed Reitinhakualgoritmien käyttö videopeleissä Reitinhakualgoritmien käyttö videopeleissä
title_short Reitinhakualgoritmien käyttö videopeleissä
title_sort reitinhakualgoritmien käyttö videopeleissä
title_txtP Reitinhakualgoritmien käyttö videopeleissä
topic reitinhaku polunetsintä A*-algoritmi TRA*-algoritmi Tietotekniikka Mathematical Information Technology 602 videopelit algoritmit tekoäly
topic_facet 602 A*-algoritmi Mathematical Information Technology TRA*-algoritmi Tietotekniikka algoritmit polunetsintä reitinhaku tekoäly videopelit
url https://jyx.jyu.fi/handle/123456789/58472 http://www.urn.fi/URN:NBN:fi:jyu-201806083127
work_keys_str_mv AT keränenemil reitinhakualgoritmienkäyttövideopeleissä