TR
EN
Design of Simulation Program for Analysis of Shortest Path Algorithms in Grid-Based Path Planning
Abstract
This study examines the analysis of algorithms used to find the shortest path between cells with different terrain types and elevation levels on a map comprising hexagonal cells ranging from 91 to 7651. A simulation program is designed for the analysis. The simulation program is implemented using the Unity 3D game engine and the C# programming language. The Unity game engine is used to design a map comprising hexagonal grid-based cells and visualize the simulation results of the shortest path finding algorithms. Each cell has neighborhood connections that determine the movement cost between cells. A smart agent is included in the simulation within the scope of the study. The smart agent perceives its environment, evaluates terrain type and elevation factors, and attempts to find the shortest path between two points with the lowest transition cost according to the selected algorithm. The performance of the algorithms is compared in terms of computation time, number of cells visited, and transition cost. The results demonstrate that the heuristic algorithms achieve high performance in terms of computation time and number of cells visited. However, it is seen that they cannot achieve the same success in terms of transition costs.
Keywords
Destekleyen Kurum
Kırşehir Ahi Evran Üniversitesi
Proje Numarası
MMF.A4.24.004
Etik Beyan
Bu makalenin yazarı çalışmalarında kullandıkları materyal ve yöntemlerin etik kurul izni ve/veya yasal-özel bir izin
gerektirmediğini beyan ederler.
Teşekkür
Bu çalışma Kırşehir Ahi Evran Üniversitesi Bilimsel Araştırma Projeleri Koordinasyon Birimi tarafından desteklenmiştir. Proje Numarası: MMF.A4.24.004.
Kaynakça
- [1] Ruszczynski, A. (2011). Nonlinear optimization. Princeton university press.
- [2] Xing, H., Chai, M., Song, Y. (2024). Artificial intelligence pathfinding based on Unreal Engine 5 hexagonal grid map. In 2024 IEEE 4th International Conference on Neural Networks, Information and Communication (NNICE), 1708-1711.
- [3] Adaixo, M. C. G. (2014). Influence Map-Based Pathfinding Algorithms in Video Games, M.S. Thesis, Universidade da Beira Interior.
- [4] Lawande, S. R., Jasmine, G., Anbarasi, J., Izhar, L. I. (2022). A systematic review and analysis of intelligence-based pathfinding algorithms in the field of video games. Applied Sciences, 12(11), 5499.
- [5] Johner, R., Lanaia, A., Dornberger, R., Hanne, T. (2022). Comparing the Pathfinding Algorithms A*, Dijkstra’s, Bellman-Ford, Floyd-Warshall, and Best First Search for the Paparazzi Problem. In Congress on Intelligent Systems: Proceedings of CIS, 561-576.
- [6] Real-Time 3D Development Platform, Unity, https://unity.com/products/unity-engine
- [7] Jeong-Shick, Y. (2023). Unity: A Powerful Tool for 3D Computer Animation Production. Journal of the Korea Computer Graphics Society, 29(3), 45-57.
- [8] Boyraz G, Kırcı, P. (2019). 3D Game Design with UNITY 3D Game Simulator. International Journal of Multidisciplinary Studies and Innovative Technologies, 3(2), 225-229.
Ayrıntılar
Birincil Dil
İngilizce
Konular
Bilgi Modelleme, Yönetim ve Ontolojiler
Bölüm
Araştırma Makalesi
Erken Görünüm Tarihi
6 Mart 2025
Yayımlanma Tarihi
24 Mart 2025
Gönderilme Tarihi
20 Ekim 2024
Kabul Tarihi
25 Ocak 2025
Yayımlandığı Sayı
Yıl 2025 Cilt: 13 Sayı: 1
