way to go: a framework for multi-level planning in games norman jaklin wouter van toll roland...

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Way to go: A framework for multi-level planning in games Norman Jaklin Wouter van Toll Roland Geraerts Department of Information and Computing Sciences Utrecht University, The Netherlands

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Way to go: A framework for multi-level planning in games

Norman Jaklin Wouter van Toll Roland Geraerts

Department of Information and Computing Sciences

Utrecht University, The Netherlands

Way to go: A framework for multi-level planning in games 2

About us

Norman Jaklin, Wouter van Toll: PhD Students

Roland Geraerts: Assistant Professor

Part of the Games and Virtual Worlds groupResearch on animation, motion planning, ...

For us: path planning and crowd simulation

10-6-2013

Way to go: A framework for multi-level planning in games 3

Path planning in games

10-6-2013

Finding a path for one characterA* on a grid

Navigation meshes

Many characters: crowd simulationIndividual goals

Collision avoidance

Problem solved?Approximations, assumptions, memory

We need an efficient and flexible framework

Geraerts, R.J. (Roland)
and extendible
Geraerts, R.J. (Roland)
you could add a screenshot of advanced path planning in games, e.g. Starcraft; otherwise, we're too negative
Geraerts, R.J. (Roland)
show the video instead of the picture

Way to go: A framework for multi-level planning in games 4

Planning hierarchy

Five levels

5: ICAPS / PG

4/3/2: our frameworkNavigation mesh

Indicative routes

Velocity-based models

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Way to go: A framework for multi-level planning in games 5

Our framework

Explicit Corridor Map: navigation meshComputed automatically

Clearance info: supports all character sizes

2D and multi-layered environments

Dynamic updates

Visibility queries

10-6-2013

Way to go: A framework for multi-level planning in games 6

Our framework

Level 4: Route planningMedial axis corridor

Any route in the corridor (e.g. the shortest)

Or: visibility, crowd density, ...

Result: indicative route (IR)

10-6-2013

Way to go: A framework for multi-level planning in games 7

Our framework

Level 3: Route followingCharacter follows IR smoothly: attraction point

Indicative Route Method: basic

MIRAN: supports terrain preferences

Level 2: Local movementPreferred velocity actual velocity

Collision avoidance: many models exist

10-6-2013

Way to go: A framework for multi-level planning in games 8

Demo

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Way to go: A framework for multi-level planning in games 9

Current / Future work

Crowds in dynamic environments

Combinations with... Game engines (Unity)

High-level planning?

10-6-2013