Using the corridor map method for path planning for a large number of characters

Roland Geraerts, Arno Kamphuis, Ioannis Karamouzas, Mark Overmars

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

10 Scopus citations


A central problem in games is planning high-quality paths for characters avoiding obstacles in the environment. Current games require a path planner that is fast (to ensure real-time interaction) and flexible (to avoid local hazards). In addition, a path needs to be natural, meaning that the path is smooth, short, keeps some clearance to obstacles, avoids other characters, etcetera. Game worlds are normally populated with a large number of characters. In this paper we show how the recently introduced Corridor Map Method can be extended and used to efficiently compute smooth motions for these characters. We will consider crowds in which the characters wander around, characters have goals, and characters behave as a coherent group. The approach is very fast. Even in environments with 5000 characters it uses only 40% of the processing power of a single core of a cpu. Also the resulting paths are indeed natural.

Original languageEnglish (US)
Title of host publicationMotion in Games - First International Workshop, MIG 2008, Revised Papers
PublisherSpringer Verlag
Number of pages12
ISBN (Print)3540892192, 9783540892199
StatePublished - 2008
Event1st International Workshop on Motion in Games, MIG 2008 - Utrecht, Netherlands
Duration: Jun 14 2008Jun 17 2008

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume5277 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349


Other1st International Workshop on Motion in Games, MIG 2008

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