计算机科学 ›› 2014, Vol. 41 ›› Issue (2): 131-135.
余帅,李艳,王熙照,赵鹤玲
YU Shuai,LI Yan,WANG Xi-zhao and ZHAO He-ling
摘要: 在即时战略游戏中,路径规划是一种重要且常见的任务。游戏的实时性要求玩家能够快速寻找一条进攻的路径,而且游戏单元之间普遍存在的交互作用对寻路质量有着重要的影响。传统的寻路算法如Dijkstra算法虽然能够找到最优路径,但是耗时较多,而且未体现真实游戏中的交互。为此选取RTS游戏中一种典型的攻防场景,提出基于人工势场的快速高效动态寻路方法,同时为了体现RTS中游戏单元之间的交互性,将模糊测度引入到势场寻路中。实验结果表明,采用人工势场法寻路较Dijkstra算法耗时少、路径平滑;而引入模糊测度体现了真实游戏中单元之间的交互影响作用,与真实的游戏场景更为接近。
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