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Treasure Hunt A* agent against semi-stochastic enemies Jorge Aparicio Arturo Deza

Treasure Hunt A* agent against semi-stochastic enemies

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Treasure Hunt A* agent against semi-stochastic enemies . Jorge Aparicio Arturo Deza. Software. XNA Game Design Library Programmed in Visual Studio 2010 Language : C# Sprite and Texture modeling - The Legend of Zelda: A Link to the Past. GIMP Inkscape. Game Scenario. Rules. - PowerPoint PPT Presentation

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Page 1: Treasure Hunt A* agent against semi-stochastic enemies

Treasure HuntA* agent against semi-stochastic enemies

Jorge AparicioArturo Deza

Page 2: Treasure Hunt A* agent against semi-stochastic enemies

Software• XNA Game Design Library • Programmed in Visual Studio 2010• Language : C#• Sprite and Texture modeling - The Legend of

Zelda: A Link to the Past.• GIMP• Inkscape

Page 3: Treasure Hunt A* agent against semi-stochastic enemies
Page 4: Treasure Hunt A* agent against semi-stochastic enemies

Game Scenario

Page 5: Treasure Hunt A* agent against semi-stochastic enemies

Rules

• We have a finite map – modeled as a 50 x 25 Matrix.

• Obstacles/Walls exist in the dungeon.• 5 Enemies in the dungeon and respawn if

slaughtered.• Only 1 Agent explorer.• The goal is to make the Agent get to the treasure

with the maximum amount of Health.• No diagonal movements through obstacles.

Page 6: Treasure Hunt A* agent against semi-stochastic enemies

Enemy Layout Distribution

Page 7: Treasure Hunt A* agent against semi-stochastic enemies

Strategy and Parameters

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Bloodseeker Mode

Page 9: Treasure Hunt A* agent against semi-stochastic enemies

Agent A* Search

Page 10: Treasure Hunt A* agent against semi-stochastic enemies

ObstacleRadius parameter

Page 11: Treasure Hunt A* agent against semi-stochastic enemies

ObstacleRadius parameter

Page 12: Treasure Hunt A* agent against semi-stochastic enemies

Health Threshold & Remapping Rate

• If (Health > HealthThreshold) -> FightEnemy if close; -> Otherwise, MoveAgent;

• After every x moves -> Remap A* algorithm;

Page 13: Treasure Hunt A* agent against semi-stochastic enemies

Future Work

• Use G.A. to determine optimal parameters.

• Code Blocks to appear during Fairy A* algorithm.

• Modify the Original Map to make it more Challenging!

Page 14: Treasure Hunt A* agent against semi-stochastic enemies