Reciprocal collision avoidance and multi-agent navigation for video games

Jamie Snape, Stephen J. Guy, Ming C. Lin, Dinesh Manocha, Jur Van Den Berg

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

10 Scopus citations

Abstract

Collision avoidance and multi-agent navigation is an important component of modern video games. Recent developments in commodity hardware, in particular the utilization of multi-core and many-core architectures in personal computers and consoles are allowing large numbers of virtual agents to be incorporated into game levels in increasing numbers. We present the hybrid reciprocal velocity obstacle and optimal reciprocal collision avoidance methods for reciprocal collision avoidance and navigation in video games and described their implementations in C++ as HRVO Library and RVO2 Library. The libraries can efficiently simulate groups of twenty-five to one thousand virtual agents in dense conditions and around moving and static obstacles.

Original languageEnglish (US)
Title of host publicationMultiagent Pathfinding - Papers from the 2012 AAAI Workshop, Technical Report
Pages49-52
Number of pages4
VolumeWS-12-10
StatePublished - Dec 1 2012
Event2012 AAAI Workshop - Toronto, ON, Canada
Duration: Jul 22 2012Jul 22 2012

Other

Other2012 AAAI Workshop
Country/TerritoryCanada
CityToronto, ON
Period7/22/127/22/12

Fingerprint

Dive into the research topics of 'Reciprocal collision avoidance and multi-agent navigation for video games'. Together they form a unique fingerprint.

Cite this