2022
DOI: 10.1016/j.apor.2021.102995
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Dynamic anti-collision A-star algorithm for multi-ship encounter situations

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Cited by 92 publications
(29 citation statements)
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References 39 publications
(41 reference statements)
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“…From Figure 10, it can be assumed that the positions of enemy NPCs and players are represented by [X, Y]. The position of the enemy NPC is at [0, 3], and the position of the player is at (5,7) . Then several calculations will be carried out to determine https://www.indjst.org/ which paths the enemy NPC should take in accordance with the A-star algorithm calculations that have been implemented.…”
Section: Resultsmentioning
confidence: 99%
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“…From Figure 10, it can be assumed that the positions of enemy NPCs and players are represented by [X, Y]. The position of the enemy NPC is at [0, 3], and the position of the player is at (5,7) . Then several calculations will be carried out to determine https://www.indjst.org/ which paths the enemy NPC should take in accordance with the A-star algorithm calculations that have been implemented.…”
Section: Resultsmentioning
confidence: 99%
“…-Player (5,7) H(x) = 9 2. Calculate F(x) from nodes around [0, 3] towards the position of the player.…”
Section: Resultsmentioning
confidence: 99%
See 2 more Smart Citations
“…However, the limitations of traditional pathfinding are highlighted by the single pathfinding result, low intelligence, and large gap with manual selection. The traditional A* algorithm can only avoid static obstacles, while a dynamic anti-collision A* algorithm is proposed to solve the path planning problem with dynamic obstacles in multiship encounter scenarios [33]. The simulation results show that the dynamic A* algorithm can generate more reasonable dynamic and static obstacle avoidance paths in complex traveling scenarios.…”
Section: Introductionmentioning
confidence: 99%