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Treasure HuntA* agent against semi-stochastic enemies
Jorge AparicioArturo Deza
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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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Game Scenario
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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.
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Enemy Layout Distribution
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Strategy and Parameters
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Bloodseeker Mode
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Agent A* Search
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ObstacleRadius parameter
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ObstacleRadius parameter
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Health Threshold & Remapping Rate
• If (Health > HealthThreshold) -> FightEnemy if close; -> Otherwise, MoveAgent;
• After every x moves -> Remap A* algorithm;
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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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