Beyond the shortest path: a non-linear altimetric effort model for multi-objective pathfinding in digital games

dc.contributor.advisorFerreira, Mateus Felipe Tymburibá
dc.contributor.advisorLatteshttp://lattes.cnpq.br/5863316017246857
dc.contributor.authorMagalhães, Paulo Renato Souza
dc.contributor.refereeFerreira, Mateus Felipe Tymburibá
dc.contributor.refereeCruz, André Rodrigues da
dc.contributor.refereeWanner, Elizabeth Fialho
dc.date.accessioned2026-08-26T00:09:22Z
dc.date.available2026-08-26T00:09:22Z
dc.date.issued2026-06-11
dc.description.abstractotherPathfinding in digital games is usually treated as a single-objective shortest-path problem, but navigation over three-dimensional terrain must balance competing criteria: distance, exposure to danger, and the metabolic effort imposed by slope. Weighted-sum scalarization, the dominant production approach, is efficient but structurally unable to reach Pareto-optimal solutions in non-convex regions of the objective space. This work brings exact multi-objective search (NAMOA* and LazyLTMOA*) together with a novel biomechanically grounded non-linear altimetric cost model, inspired by metabolic measurements, and evaluates the combination over 3,120 scenarios from the Dragon Age: Origins benchmark (Moving AI Lab). Two findings stand out. First, the fraction of Pareto-optimal solutions that no weighted sum query can reach is large and strongly map-dependent: it reaches 99.88% in extreme scenarios, and 107 of 143 maps show a median above 90%, reframing the choice between scalarization and exact search as a map-conditional decision rather than a universal trade-off. Second, the proposed effort model does not merely re scale the linear baseline; it produces geometrically distinct paths, cutting the mean absolute slope along the chosen route by 41.7% in mountainous terrain at a modest distance cost. We further confirm that NAMOA* and LazyLTMOA* return identical frontiers, that the lazy variant is faster in 88.4% of non-trivial scenarios (median 1.08×), and that exact search becomes intractable beyond short path lengths under an interactive time budget.
dc.identifier.urihttps://repositorio.cefetmg.br//handle/123456789/2925
dc.language.isoen
dc.publisherCentro Federal de Educação Tecnológica de Minas Gerais
dc.publisher.countryBrasil
dc.publisher.departmentDepartamento de Computação
dc.publisher.initialsCEFET-MG
dc.subjectModelos matemáticos
dc.subjectProgramação não-linear
dc.subjectJogos Digitais
dc.titleBeyond the shortest path: a non-linear altimetric effort model for multi-objective pathfinding in digital games
dc.typeTrabalho de Conclusão de Curso da Graduação

Arquivos

Pacote Original
Agora exibindo 1 - 1 de 1
Carregando...
Imagem de Miniatura
Nome:
Beyond the shortest path.pdf
Tamanho:
891.29 KB
Formato:
Adobe Portable Document Format
Licença do Pacote
Agora exibindo 1 - 1 de 1
Nenhuma Miniatura disponível
Nome:
license.txt
Tamanho:
1.39 KB
Formato:
Item-specific license agreed to upon submission
Descrição: