Realization of Maneuver trajectory in Computer wargaming system based on an Improved A* Algorithm

Rong Jun Yang, Changjun Li, Zhangzhi Tao · 2017

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.

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