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