In this project, you will implement basic navigation for a game character using pathfinding algorithms. This will involve creating a grid-based map, implementing the A* algorithm, and enabling the character to navigate from a start point to a goal point while avoiding obstacles.
Objectives
- Understand the basics of grid-based navigation.
- Implement the A* pathfinding algorithm.
- Enable a game character to navigate a map with obstacles.
Prerequisites
Before starting this project, ensure you have completed the following modules:
Step-by-Step Guide
Step 1: Setting Up the Environment
- Create a New Project: Open your preferred game development environment (e.g., Unity, Unreal Engine) and create a new project.
- Create a Grid-Based Map: Design a simple grid-based map where each cell can be either walkable or an obstacle.
Step 2: Implementing the A* Algorithm
-
Define the Grid: Create a class to represent the grid. Each cell in the grid should have properties such as
isWalkable
,gCost
,hCost
, andparent
.public class Node { public bool isWalkable; public Vector2 position; public int gCost; public int hCost; public Node parent; public int fCost => gCost + hCost; }
-
Initialize the Grid: Initialize the grid with walkable and non-walkable cells.
public class Grid { private Node[,] nodes; private int width; private int height; public Grid(int width, int height) { this.width = width; this.height = height; nodes = new Node[width, height]; InitializeGrid(); } private void InitializeGrid() { for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { nodes[x, y] = new Node { isWalkable = true, position = new Vector2(x, y) }; } } } }
-
Implement the A Algorithm*: Implement the A* algorithm to find the shortest path from the start node to the goal node.
public List<Node> FindPath(Node startNode, Node goalNode) { List<Node> openList = new List<Node>(); HashSet<Node> closedList = new HashSet<Node>(); openList.Add(startNode); while (openList.Count > 0) { Node currentNode = openList[0]; for (int i = 1; i < openList.Count; i++) { if (openList[i].fCost < currentNode.fCost || openList[i].fCost == currentNode.fCost && openList[i].hCost < currentNode.hCost) { currentNode = openList[i]; } } openList.Remove(currentNode); closedList.Add(currentNode); if (currentNode == goalNode) { return RetracePath(startNode, goalNode); } foreach (Node neighbor in GetNeighbors(currentNode)) { if (!neighbor.isWalkable || closedList.Contains(neighbor)) { continue; } int newMovementCostToNeighbor = currentNode.gCost + GetDistance(currentNode, neighbor); if (newMovementCostToNeighbor < neighbor.gCost || !openList.Contains(neighbor)) { neighbor.gCost = newMovementCostToNeighbor; neighbor.hCost = GetDistance(neighbor, goalNode); neighbor.parent = currentNode; if (!openList.Contains(neighbor)) { openList.Add(neighbor); } } } } return null; } private List<Node> RetracePath(Node startNode, Node endNode) { List<Node> path = new List<Node>(); Node currentNode = endNode; while (currentNode != startNode) { path.Add(currentNode); currentNode = currentNode.parent; } path.Reverse(); return path; } private int GetDistance(Node nodeA, Node nodeB) { int dstX = Mathf.Abs(nodeA.position.x - nodeB.position.x); int dstY = Mathf.Abs(nodeA.position.y - nodeB.position.y); if (dstX > dstY) return 14 * dstY + 10 * (dstX - dstY); return 14 * dstX + 10 * (dstY - dstX); }
Step 3: Visualizing the Path
-
Draw the Grid: Create a method to draw the grid and visualize the path.
void OnDrawGizmos() { if (grid != null) { foreach (Node node in grid.nodes) { Gizmos.color = node.isWalkable ? Color.white : Color.red; Gizmos.DrawCube(new Vector3(node.position.x, 0, node.position.y), Vector3.one * 0.9f); } } }
-
Draw the Path: Visualize the path found by the A* algorithm.
void OnDrawGizmos() { if (grid != null) { foreach (Node node in grid.nodes) { Gizmos.color = node.isWalkable ? Color.white : Color.red; Gizmos.DrawCube(new Vector3(node.position.x, 0, node.position.y), Vector3.one * 0.9f); } if (path != null) { foreach (Node node in path) { Gizmos.color = Color.black; Gizmos.DrawCube(new Vector3(node.position.x, 0, node.position.y), Vector3.one * 0.9f); } } } }
Step 4: Moving the Character
-
Create a Character: Add a character to the scene and create a script to move it along the path.
public class Character : MonoBehaviour { public float speed = 5f; private List<Node> path; private int targetIndex; public void SetPath(List<Node> path) { this.path = path; targetIndex = 0; StopCoroutine("FollowPath"); StartCoroutine("FollowPath"); } private IEnumerator FollowPath() { Vector3 currentWaypoint = path[0].position; while (true) { if (transform.position == currentWaypoint) { targetIndex++; if (targetIndex >= path.Count) { yield break; } currentWaypoint = path[targetIndex].position; } transform.position = Vector3.MoveTowards(transform.position, currentWaypoint, speed * Time.deltaTime); yield return null; } } }
-
Assign the Path to the Character: Once the path is found, assign it to the character.
void Update() { if (Input.GetMouseButtonDown(0)) { Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); Node startNode = grid.GetNodeFromWorldPoint(transform.position); Node goalNode = grid.GetNodeFromWorldPoint(mousePosition); List<Node> path = FindPath(startNode, goalNode); character.SetPath(path); } }
Practical Exercises
Exercise 1: Modify the Grid Size
- Task: Modify the grid size to be larger or smaller and observe how the pathfinding algorithm performs.
- Solution: Change the
width
andheight
parameters in theGrid
class constructor.
Exercise 2: Add More Obstacles
- Task: Add more obstacles to the grid and ensure the character can still find a path to the goal.
- Solution: Modify the
InitializeGrid
method to set more cells as non-walkable.
Exercise 3: Optimize the A* Algorithm
- Task: Optimize the A* algorithm to improve performance, especially for larger grids.
- Solution: Implement a priority queue for the open list to reduce the time complexity of finding the node with the lowest
fCost
.
Conclusion
In this project, you have implemented basic navigation for a game character using the A* pathfinding algorithm. You have learned how to create a grid-based map, implement the A* algorithm, visualize the path, and move a character along the path. These skills are fundamental for developing intelligent behaviors in game characters and will serve as a foundation for more advanced AI techniques in video games.
AI for Video Games
Module 1: Introduction to AI in Video Games
Module 2: Navigation in Video Games
Module 3: Decision Making
Module 4: Machine Learning
- Introduction to Machine Learning
- Neural Networks in Video Games
- Reinforcement Learning
- Implementation of a Learning Agent
Module 5: Integration and Optimization
Module 6: Practical Projects
- Project 1: Implementation of Basic Navigation
- Project 2: Creation of an NPC with Decision Making
- Project 3: Development of an Agent with Machine Learning