Physics-Aware A*: Sequential Filtering for Jump Feasibility in 2D Platformers

  • Gabriel Barbosa de Oliveira USP
  • Leonardo Tortoro Pereira UNESP
  • Maria Victória Brandão Barros USP

Resumo


Introduction: In 2D platform games, movement is governed by physics (gravity, limited jumps, air momentum). Traditional pathfinding algorithms like A* assume free movement, generating geometrically valid but physically impossible paths. Objective: We propose an incremental physical validation approach integrated into A*, using augmented states and a modular filter chain to find traversable paths in platformer levels. Methodology: The algorithm augments states with movement phases (grounded/jumping/falling), jump origin, and initial velocity. A sequential filter chain validates collisions, reachability (via UAM equations), momentum conservation, and trajectory blocking. Experiments on four classic maps compare our method against standard A*. Results: Our method finds 3–13× more physically valid paths than A*, but at the median consumes 10–35× more memory and runs 21–97× slower. The trade-off is acceptable for offline pre-computation and individual NPCs.
Palavras-chave: Pathfinding, Platform Games, A* Algorithm, Physical Simulation, Game AI

Referências

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Publicado
29/09/2026
OLIVEIRA, Gabriel Barbosa de; PEREIRA, Leonardo Tortoro; BARROS, Maria Victória Brandão. Physics-Aware A*: Sequential Filtering for Jump Feasibility in 2D Platformers. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2026 . p. 1081-1091. DOI: https://doi.org/10.5753/sbgames.2026.26411.