Title
Using the Corridor Map Method for Path Planning for a Large Number of Characters
Abstract
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.
Year
DOI
Venue
2008
10.1007/978-3-540-89220-5_2
MIG
Keywords
Field
DocType
large number,game world,local hazard,current game,coherent group,central problem,smooth motion,path planner,path planning,corridor map method,high-quality path
Motion planning,Single-core,Crowds,Computer science,Simulation,Planner,Computer animation
Conference
Volume
ISSN
Citations 
5277
0302-9743
10
PageRank 
References 
Authors
0.74
11
4
Name
Order
Citations
PageRank
Roland Geraerts138125.70
A. Kamphuis21007.31
Ioannis Karamouzas322516.79
Mark H. Overmars44572518.80