Optimizing the Video Game Multi-Jump: Player Strategy, AI, and Level Design
This article initiates the mathematical study of multi-jumping in video games. We begin by proving a necessary, and frequently sufficient, condition for a multi-jump to be optimal, i.e., achieve the highest possible height after traveling a given horizontal distance. We then give strategies that can...
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Veröffentlicht in: | The American mathematical monthly 2016-12, Vol.123 (10), p.1013-1032 |
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Hauptverfasser: | , , |
Format: | Artikel |
Sprache: | eng |
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Online-Zugang: | Volltext |
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Zusammenfassung: | This article initiates the mathematical study of multi-jumping in video games. We begin by proving a necessary, and frequently sufficient, condition for a multi-jump to be optimal, i.e., achieve the highest possible height after traveling a given horizontal distance. We then give strategies that can be used by human players and by AI to select successful multijumps in real time. We also show how a video game designer can build the ground around a platform to guarantee that the platform is reachable—or unreachable—by a multi-jump beginning at any point on the ground. |
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ISSN: | 0002-9890 1930-0972 |
DOI: | 10.4169/amer.math.monthly.123.10.1013 |