Fusion: Practice and Applications FPA 2692-4048 2770-0070 10.54216/FPA https://www.americaspg.com/journals/show/2224 2018 2018 Toward the Believability of Non-Player Characters (NPC) Movement in Video Games Department of Computer Science, Faculty of Computers and Information, Mansoura University, Mansoura 35516, Egypt Rawia Mohamed Department of Computer Science, Faculty of Computers and Information, Mansoura University, Mansoura 35516, Egypt Waleed Al Adrousy Department of Computer Science, Faculty of Computers and Information, Mansoura University, Mansoura 35516, Egypt Samir Elmougy In video games, artificial intelligence is the effort of going beyond scripted interactions, however complex into the arena of truly interactive systems. To make a game world appear more real, these video games must be responsive, adaptive, and intelligent. For example, in real time strategy games, if there is an enemy seekinghunting the player, it will be moving in paths, turning around and even maybe jumping in order to find the player. In this case, if the enemy actsmoves more real like human, it will be a benefit for making the game more attractive and exciting. This paper aims to develop a fast, intelligent, and realistic pathfinding approach that makes a user feel that heshe is playing with a human being instead of a machine. To achieve this, this paper presents a Heap Heuristic A* Algorithm as an enhancement of A* algorithm, in which the Chebyshev distance is used to control the smoothness of the resulted path and heapsort algorithm to sort the nodes easily without a lot of memory consumption. Compared to the pervious improved A* algorithms, the proposed algorithm produces a smoother path while consuming less memory to get a final result of human like movement. The experiments results showed that the proposed algorithm reduced the computing time by 66.6% using a grid size of 200*200 compared with A*MOD algorithm. Also, they showed that the proposed work takes almost 91ms to find the path compared to 363 ms and 116 ms when Native A* and A*MOD algorithms are used, respectively, Furthermore, the proposed algorithm performance remains stable in the case of increasing the number of visited nodes, despite the changing order of obstacles. 2024 2024 66 80 10.54216/FPA.140106 https://www.americaspg.com/articleinfo/3/show/2224