Implementation of Adaptive Navigation for NPCs in Computer Games 


Vol. 43,  No. 2, pp. 222-228, Feb.  2016


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  Abstract

Uniform navigation of NPCs in computer games is an important factor that can decrease the interest of game players. This problem is particularly noticeable in pathfinding when using a waypoint graph because the NPCs navigate using only predefined locations. In this paper we propose a method that enables adaptive navigations of NPCs by observing player movements. The proposed method involves modification of waypoints dynamically by observing the player"s point designation and use of the modified waypoints for NPC"s pathfinding. Also, we propose an algorithm to find the NPC-specific path by learning the landform preferences of players. We simulate the implemented algorithm in an RPG game made with Unity 4.0 and confirm that NPC navigations had more variety and improved according to player navigations.


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  Cite this article

[IEEE Style]

E. Kim, H. Kim, K. Yu, "Implementation of Adaptive Navigation for NPCs in Computer Games," Journal of KIISE, JOK, vol. 43, no. 2, pp. 222-228, 2016. DOI: .


[ACM Style]

Eunsol Kim, Hyeyeon Kim, and Kyeonah Yu. 2016. Implementation of Adaptive Navigation for NPCs in Computer Games. Journal of KIISE, JOK, 43, 2, (2016), 222-228. DOI: .


[KCI Style]

김은솔, 김혜연, 유견아, "컴퓨터 게임의 NPC를 위한 적응적 경로 이동의 구현," 한국정보과학회 논문지, 제43권, 제2호, 222~228쪽, 2016. DOI: .


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