Abstract
This paper discusses the implementation of the pervasive game PacMap. Openness and portability have been the main design objectives for PacMap. We elaborate on programming techniques which may be applicable to a broad range of location-based games that involve the movement of virtual characters over map interfaces. In particular, we present techniques to execute shortest path algorithms on spatial environments bypassing the restrictions imposed by commercial mapping services. Last, we present ways to improve the movement and enhance the intelligence of virtual characters taking into consideration the actions and position of players in location-based games.
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Notes
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OpenStreetMap is an open-source mapping service, providing developers with useful crowdsourced topographical information. Data contributors may register geospatial elements such as nodes and POIs along the street network. Among others, the OpenStreetMap web services allow exporting the vertices of rectilinear parts, comprising a road network.
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Dijkstra's algorithm is a graph search algorithm that solves the single-source shortest path problem for a graph with non-negative edge path costs, producing a shortest path tree.
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© 2015 Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
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Chatzidimitris, T., Gavalas, D., Kasapakis, V. (2015). PacMap: Transferring PacMan to the Physical Realm. In: Giaffreda, R., et al. Internet of Things. User-Centric IoT. IoT360 2014. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 150. Springer, Cham. https://doi.org/10.1007/978-3-319-19656-5_20
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DOI: https://doi.org/10.1007/978-3-319-19656-5_20
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