
Application of A-Star Algorithm on Pathfinding Game
Author(s) -
Ade Candra,
Mohammad Andri Budiman,
Rahmat Irfan Pohan
Publication year - 2021
Publication title -
journal of physics. conference series
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.21
H-Index - 85
eISSN - 1742-6596
pISSN - 1742-6588
DOI - 10.1088/1742-6596/1898/1/012047
Subject(s) - pathfinding , shortest path problem , a* search algorithm , node (physics) , computer science , path (computing) , star (game theory) , tree (set theory) , heuristic , process (computing) , algorithm , artificial intelligence , theoretical computer science , mathematics , graph , computer network , engineering , combinatorics , structural engineering , operating system , mathematical analysis
Pathfinding is the method for determining the shortest path. Pathfinding is widely used in various fields of Computer Science. One of them is game development. This research will design and analyze the pathfinding using the A-Star algorithm and implement it on a tree planting game. The Artificial Intelligence in the game will find its own shortest path from the start node to the goal node. The heuristic of A-Star is the Manhattan Distance that allows movement in four different directions. The result shows that the number of visited nodes will increase if the grid has many obstacle nodes, and the average time of the A-Star pathfinding process is 0.0732 seconds.