Path planning with Inventory-driven Jump-Point-Search
Davide Aversa, Sebastian Sardina, Stavros Vassos

TL;DR
This paper introduces invJPS, an inventory-driven pathfinding algorithm based on Jump-Point-Search, which efficiently handles traversability conditions dependent on acquired objects, maintaining optimality and symmetry-breaking benefits.
Contribution
The paper presents invJPS, a novel extension of JPS that incorporates inventory constraints, enabling effective path planning in complex, object-dependent traversability scenarios.
Findings
invJPS preserves JPS's optimality guarantees.
invJPS maintains symmetry-breaking advantages.
Experimental results validate invJPS's effectiveness.
Abstract
In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in video-games, in which a character may need to acquire a certain object (i.e., a key or a flying suit) to be able to traverse specific locations (e.g., doors or high walls). In order for non-player characters to handle such scenarios we present invJPS, an "inventory-driven" pathfinding approach based on the highly successful grid-based Jump-Point-Search (JPS) algorithm. We show, formally and experimentally, that the invJPS preserves JPS's optimality guarantees and its symmetry breaking advantages in inventory-based variants of game maps.
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