TY - GEN
T1 - Using the corridor map method for path planning for a large number of characters
AU - Geraerts, Roland
AU - Kamphuis, Arno
AU - Karamouzas, Ioannis
AU - Overmars, Mark
PY - 2008
Y1 - 2008
N2 - 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.
AB - 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.
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U2 - 10.1007/978-3-540-89220-5_2
DO - 10.1007/978-3-540-89220-5_2
M3 - Conference contribution
AN - SCOPUS:58149089471
SN - 3540892192
SN - 9783540892199
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 11
EP - 22
BT - Motion in Games - First International Workshop, MIG 2008, Revised Papers
PB - Springer Verlag
T2 - 1st International Workshop on Motion in Games, MIG 2008
Y2 - 14 June 2008 through 17 June 2008
ER -