Performant Real-Time Pathfinding and Cooperation Thesis

This is a thesis I did for the university about the AI of the game agents of Cyber Dungeon Quest.
Including clojure code snippets and there is also a chapter about the movement and entity-component architecture.

Download here

Abstract

This thesis presents a new method for pathfinding and cooperation in an existing realtime
action video game. Multiple agents need to navigate around obstacles and avoid blocking
each other at the same time.
The method is a modified Potential-Field algorithm which, in order to avoid local optimas,
flows into all directions and saves the distance at every step like a breadth-first-search. It
is called the Wavefront-Expansion algorithm. Agents then look at their adjacent cells and
move the other way round until they reach the center of the field.
Cooperation is achieved by marking cells as occupied and avoiding cells that are occupied
by other agents.

CDQ Alpha 2

I finished up the alpha 2 of Cyber Dungeon Quest!

You can see some screenshots and the webstart link here. This time I am using amazon cloudfront as a host. So speed should be very fast!

Looking forward for feedback and bug reports ;)

Changes from Alpha 1:
Improved almost every part of the game, mainly:

3 new quests on the existing worlds
removed player experience and levels, skillpoints are now only rewarded by doing quests (cutting scope, much easier to balance)
when you die you lose 1/2 of money now
also only one amulet slot to cut scope and only 3 item bonus abilities levels
added item boni: chance slow, stun, armor-reduce, +%spell-damage, critical-hit, hitpoint/mana leeching
more different swords & armors
colored strings support to make special item boni stand out more
added lots of missing sounds & animations (for example when a projectile hits a wall there is a sound&animation)
nicer looking icons (from reddit guy)
nicer tilemaps with details like stones/light-sources/chests with loot
fixed countless bugs and defects(for example small things like speed bonus increases the movement animation speed, items glittering to make them stand out more from the background, autopickup minerals)
better skill documentation & slow/armor-reduce is now a “curse” where only one can be active
keyboard movement for player
changed belt hotkeys from F1,F2, F3 to Q,W,E
removed the doors of the first level (no need for them)
made the monster AI a bit more unpredictable for nova-melee and healer-monster
added slowdown-caster monster, shield-monster
added mines
added exploding drone monster
improved monster graphics (AI war graphics pack)
added player animation for attack without items (boxing !)
added aggro range for monsters, they are in “sleep” mode when you dont go near them
higher brightness and resolution
a lot of refactoring on the code
player rightmouse melee checks area in front of player for possible hits
new hp&mana bar painted by myself
hp-bar brightness calculated from body image corner brightness
sell items with rightclick/dropping in merchant cells
use usable items rightmouse click use them
saving/loading options status
You have free skill points button added