Clarifications and extensions to tactical waypoint graph algorithms for video games
Dustin White · 2007
This paper explores pathfinding in a video game environment using a waypoint graph, a common way of representing locations in the environment. I take algorithms created by Lars Liden on finding strategic positions for agents within a waypoint graph and extend these algorithms. I demonstrate how the extended algorithms are able to effectively calculate tactical ambush positions and pinch points for any number of agents. The extended algorithms are also able to work in an environment where the agent does not have complete knowledge of the waypoint graph.