Realization of Maneuver trajectory in Computer wargaming system based on an Improved A* Algorithm
- 10.2991/icmmse-17.2017.65How to use a DOI?
- Maneuver trajectory, Computer wargaming system, Trajectory planning, Improved A* Algorithm
The traditional Computer wargaming system just considers a few types of simple landform, and maneuverable rules are also simple. Based on that, the maneuver trajectory planning results can be usable for games. But the results may be quite different from real combat, which causes simulation results be distrusted. To solve the above problems, this paper does trajectory planning based on real landform and real maneuverable rules. The traditional trajectory planning usually takes Euclid distance or coordinate difference as heuristic function which cannot satisfy the requirement of hexagon map. To use the characteristics of hexagonal grids, this paper takes a new heuristic function. The new method improves the efficiency and gets the best results. At last, this paper gives some simulation for different cases. And the simulation results show that the new algorithm is effective and reasonable
- © 2017, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Rong Yang AU - ChangJun Li AU - Zhangzhi Tao PY - 2017/04 DA - 2017/04 TI - Realization of Maneuver trajectory in Computer wargaming system based on an Improved A* Algorithm BT - Proceedings of the Second International Conference on Mechanics, Materials and Structural Engineering (ICMMSE 2017) PB - Atlantis Press SP - 391 EP - 396 SN - 2352-5401 UR - https://doi.org/10.2991/icmmse-17.2017.65 DO - 10.2991/icmmse-17.2017.65 ID - Yang2017/04 ER -