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Adding variation to path planning
Author(s) -
Karamouzas Ioannis,
Overmars Mark H.
Publication year - 2008
Publication title -
computer animation and virtual worlds
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.225
H-Index - 49
eISSN - 1546-427X
pISSN - 1546-4261
DOI - 10.1002/cav.242
Subject(s) - computer science , variation (astronomy) , entertainment , motion planning , path (computing) , adversary , realism , character (mathematics) , crowd simulation , artificial intelligence , human–computer interaction , operations research , computer security , robot , art , physics , geometry , mathematics , astrophysics , engineering , visual arts , programming language , crowds , literature
Path planning in computer games, whether these are serious or entertainment games, plays an important role in the immersion of a player. Recently, the concept of path planning inside corridors has been introduced and a novel approach under the name Corridor Map Method (CMM) has been proposed. In this paper, we extend the original CMM by creating alternative paths that a character can follow within a corridor. This not only presents a more challenging and less predictable opponent for the player, but also enhances the realism of the gaming and/or training experience. We also discuss how variation in the speed of the animated characters can be integrated into our extended framework, leading to convincing characters that exhibit human like path planning. Copyright © 2008 John Wiley & Sons, Ltd.

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