scholarly journals List Point Marker Path Finding for Artificial Intelligence Movement in 3D Games

In making a path finding algorithm in a 3D game to determine the direction of the NPC agent towards the destination, the Djiksra algorithm, Depth First Search, Breadth First Search and so on, usually the shortest distance is directly proportional to the travel duration to the target point. In this study, a test will be made using a list marker point such as the Djiksra algorithm to get the shortest distance and fastest time to reach the destination, in making this algorithm the C# language is used and the Unity software is used. After experimenting with various list points in different places in two directions, it was found that the distance traveled is always directly proportional to duration. So the selection of the fastest or shortest path can be done with this list point marker algorithm.

Author(s):  
Tatiya Padang Tunggal ◽  
Andi Supriyanto ◽  
Nur Mukhammad Zaidatur Rochman ◽  
Ibnu Faishal ◽  
Imam Pambudi ◽  
...  

<p>Scooby Smart Trash can is a trash can equipped with artificial intelligence algorithms that is able to capture and clean up garbages thrown by people who do not care about the environment. The can is called smart because it acts like scoobydoo in a children's cartoon in that the can will react if there is garbage thrown and it catches and cleans them up. This paper presents pursuit algorithm that uses cell decomposition algorithm in which algorithms are used to create a map of the robot's path and fuzzy algorithm as one of the artificial intelligence algorithm for robot path planning. By using the combined algorithms, the robot is able to pursuit and chases the trash carelessly discarded, but it has not been able to find the shortest distance. Therefore, this paper considers a second modification of the algorithm by adding a potential field algorithm used to add weight values on the map, so that the robot can pursue trash by finding the shortest path. The proposed algorithm shows that the robot can avoid obstacles and find the shortest path so that the time required to get to the destination point is fast.</p>


2020 ◽  
Vol 16 (1) ◽  
pp. 65-70
Author(s):  
Siti Lestari Lestari ◽  
Ardiansyah Ardiansyah ◽  
Angelina Puput Giovani ◽  
Desy Dwijayanti

The application of artificial intelligence (Artificial Intelligence) for problem-solving in the field of computer science has experienced rapid development from year to year as the development of artificial intelligence itself. Problems involving searching (searching) is one example of the use of artificial intelligence that is quite popular to solve various kinds of problems. In daily activities, the use of roads is always an unavoidable activity, so determining the shortest path from one point to another becomes a problem that is often encountered. This is also felt by residents who live in a large enough housing. Sometimes to be able to reach the destination they are often confused in deciding which way to go to get the shortest distance to the destination. Citra Indah City Housing is a residential area in the Jonggol District area, Bogor Regency, developed by the Ciputra group. Within the Vignolia Hill Cluster, there is a mosque located on the northwest corner of the Vignolia Hill cluster or at the western end of the AH.17 block. A large number of blocks raise problems regarding the shortest route that can be taken by residents to get to the mosque. So, the purpose of this research is to determine the shortest path taken by citizens to get to the mosque. The method used is to apply the Djikstra algorithm which is able to produce the shortest route for residents to get to the mosque.


Author(s):  
Tatiya Padang Tunggal ◽  
Andi Supriyanto ◽  
Nur Mukhammad Zaidatur Rochman ◽  
Ibnu Faishal ◽  
Imam Pambudi ◽  
...  

<p>Scooby Smart Trash can is a trash can equipped with artificial intelligence algorithms that is able to capture and clean up garbages thrown by people who do not care about the environment. The can is called smart because it acts like scoobydoo in a children's cartoon in that the can will react if there is garbage thrown and it catches and cleans them up. This paper presents pursuit algorithm that uses cell decomposition algorithm in which algorithms are used to create a map of the robot's path and fuzzy algorithm as one of the artificial intelligence algorithm for robot path planning. By using the combined algorithms, the robot is able to pursuit and chases the trash carelessly discarded, but it has not been able to find the shortest distance. Therefore, this paper considers a second modification of the algorithm by adding a potential field algorithm used to add weight values on the map, so that the robot can pursue trash by finding the shortest path. The proposed algorithm shows that the robot can avoid obstacles and find the shortest path so that the time required to get to the destination point is fast.</p>


Author(s):  
I.Parvin Begum ◽  
I.Shahina Begam

Present days many artificial intelligence search algorithms are plays a important to figure out the problem of shortest path finding. The paper presents the detailed study of heuristic search and blind search techniques. The paper focus additional in the direction of blind search strategies such as Breadth First Search, Depth First Search, and Uniform Cost Search and informed explore strategies like A*, and Best First Search. The paper consist of effective of search procedure, their qualities, and demerits, where these algorithms are applicable, also at last comparison of search techniques based on complexity, optimality and completeness are presented in tabular structure.


2020 ◽  
pp. 1-11
Author(s):  
Zhang Yingying

Public art communication in colleges and universities needs to be launched with the support of artificial intelligence systems. According to the current situation of public art communication in colleges and universities, this paper builds a smart cloud platform for public art communication in colleges and universities with the support of artificial intelligence algorithms. Moreover, this paper introduces the bandwidth offset coefficient to judge the change of network throughput, introduces the slice download rate difference to first judge the consistency change trend of bandwidth, and then further proposes the calculation method of bandwidth prediction value by situation. In addition, this paper proposes a flexible transmission mechanism based on smart collaborative networks. Through in-depth perception of network status and component behavior, this mechanism implements the selection of the optimal path in the network according to the current network status and user service requirements to complete the transmission of service resources. If the current transmission path fails, the mechanism should ensure the continuity and reliability of the service. The research results show that the system constructed in this paper has good performance and can be applied to practice.


2016 ◽  
Vol 45 (2) ◽  
pp. 233-252
Author(s):  
Pepijn Viaene ◽  
Alain De Wulf ◽  
Philippe De Maeyer

Landmarks are ideal wayfinding tools to guide a person from A to B as they allow fast reasoning and efficient communication. However, very few path-finding algorithms start from the availability of landmarks to generate a path. In this paper, which focuses on indoor wayfinding, a landmark-based path-finding algorithm is presented in which the endpoint partition is proposed as spatial model of the environment. In this model, the indoor environment is divided into convex sub-shapes, called e-spaces, that are stable with respect to the visual information provided by a person’s surroundings (e.g. walls, landmarks). The algorithm itself implements a breadth-first search on a graph in which mutually visible e-spaces suited for wayfinding are connected. The results of a case study, in which the calculated paths were compared with their corresponding shortest paths, show that the proposed algorithm is a valuable alternative for Dijkstra’s shortest path algorithm. It is able to calculate a path with a minimal amount of actions that are linked to landmarks, while the path length increase is comparable to the increase observed when applying other path algorithms that adhere to natural wayfinding behaviour. However, the practicability of the proposed algorithm is highly dependent on the availability of landmarks and on the spatial configuration of the building.


Author(s):  
Gyanendra Mohan Patel ◽  
Anupam Singh ◽  
Tanishka Bhala ◽  
Aryaman Jora ◽  
Divyansh Chandna

2019 ◽  
Vol 246 ◽  
pp. 797-804 ◽  
Author(s):  
Somayeh Sadr ◽  
Vahid Mozafari ◽  
Hossein Shirani ◽  
Hossein Alaei ◽  
Ahmad Tajabadi Pour

Sign in / Sign up

Export Citation Format

Share Document