Flexible path planning using corridor maps

Mark Overmars, Ioannis Karamouzas, Roland Geraerts

Research output: Chapter in Book/Report/Conference proceedingConference contribution

4 Scopus citations


Path planning is a central problem in virtual environments and games. When computer-controlled characters move around in virtual worlds they have to plan their paths to desired locations. These paths must avoid collisions with the environment and with other moving characters. Also a chosen path must be natural, meaning that it is the kind of path a real human being could take. The algorithms for planning such paths must be able to handle hundreds of characters in real-time and must be flexible. The Corridor Map Method (cmm) was recently introduced as a flexible path planning method in interactive virtual environments and games. The method is fast and flexible and the resulting paths are reasonable. However, the paths tend to take unnatural turns when characters get close to other characters or small obstacles. In this paper we will improve on the cmm by decoupling collision avoidance with the environment and local steering behavior. The result is a method that keeps the advantages of the cmm but has much more natural steering. Also the method allows for more flexibility in the desired routes of the characters.

Original languageEnglish (US)
Title of host publicationAlgorithms - ESA 2008 - 16th Annual European Symposium, Proceedings
Number of pages12
StatePublished - Dec 24 2008
Event16th Annual European Symposium on Algorithms, ESA 2008 - Karlsruhe, Germany
Duration: Sep 15 2008Sep 17 2008

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume5193 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349


Other16th Annual European Symposium on Algorithms, ESA 2008

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