Feasibility Study: Moving Non-Homogeneous Teams in Congested Video Game Environments
Hang Ma, Jingxing Yang, Liron Cohen, T. K. Satish Kumar, Sven Koenig

TL;DR
This paper explores applying multi-agent pathfinding algorithms to coordinate diverse teams in congested video game settings, demonstrating their practical utility in complex, real-time environments.
Contribution
It introduces the application of MAPF algorithms to non-homogeneous teams in video games, highlighting their feasibility and potential benefits.
Findings
MAPF algorithms effectively coordinate diverse agent teams
Improved navigation in congested game environments
Potential for enhanced AI in video game design
Abstract
Multi-agent path finding (MAPF) is a well-studied problem in artificial intelligence, where one needs to find collision-free paths for agents with given start and goal locations. In video games, agents of different types often form teams. In this paper, we demonstrate the usefulness of MAPF algorithms from artificial intelligence for moving such non-homogeneous teams in congested video game environments.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsRobotic Path Planning Algorithms · Artificial Intelligence in Games · Multi-Agent Systems and Negotiation
