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

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Presentation on theme: "Treasure Hunt A* agent against semi-stochastic enemies Jorge Aparicio Arturo Deza."— Presentation transcript:

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

2 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

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4 Game Scenario

5 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.

6 Enemy Layout Distribution

7 Strategy and Parameters

8 Bloodseeker Mode

9 Agent A* Search

10 ObstacleRadius parameter

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12 Health Threshold & Remapping Rate If (Health > HealthThreshold) -> FightEnemy if close; -> Otherwise, MoveAgent; After every x moves -> Remap A* algorithm;

13 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!

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