Toward Solving Pathfinding

Slides:



Advertisements
Similar presentations
AI Pathfinding Representing the Search Space
Advertisements

A predictive Collision Avoidance Model for Pedestrian Simulation Author: Ioannis Karamouzas et al. Presented by: Jessica Siewert.
Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)
CSE 380 – Computer Game Programming Pathfinding AI
Crowd simulation Taku Komura. Animating Crowds We have been going through methods to simulate individual characters We have been going through methods.
Way to go: A framework for multi-level planning in games Norman Jaklin Wouter van Toll Roland Geraerts Department of Information and Computing Sciences.
Robot Motion Planning: Approaches and Research Issues
School of Systems, Engineering, University of Reading rkala.99k.org April, 2013 Motion Planning for Multiple Autonomous Vehicles Rahul Kala Literature.
 Mankyu Sung Scalable, Controllable, Efficient and convincing crowd simulation (2005)  Michael Gleicher “I have a bad case of Academic Attention Deficit.
The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL Reciprocal Velocity Obstacles for Real-Time Multi-Agent Navigation Jur van den Berg Ming Lin Dinesh Manocha.
Artificial Intelligence in Game Design Intelligent Decision Making and Decision Trees.
Crowd Simulation Sai-Keung Wong. Crowd Simulation A process of simulating the movement of a large number of entities or characters. While simulating these.
DESIGN OF A GENERIC PATH PATH PLANNING SYSTEM AILAB Path Planning Workgroup.
What Are Partially Observable Markov Decision Processes and Why Might You Care? Bob Wall CS 536.
Technical Advisor : Mr. Roni Stern Academic Advisor : Dr. Meir Kalech Team members :  Amit Ofer  Liron Katav Project Homepage :
Presenter: Robin van Olst. Avneesh SudRussell Gayle Erik Andersen Stephen GuyMing Lin Dinesh Manocha.
Simulating Virtual Human Crowds with a Leader-Follower Model Tsai-Yen Li, Ying-Juin Jeng, Shih-I Chang National Chengchi University Slides updated and.
Crowds Andrew Kaufman Michael Welsman-Dinelle. What is a crowd? A group of agents performing actions. Agents can affect each other. Agent actions may.
Chapter 5.4 Artificial Intelligence: Pathfinding.
Multi-Layered Navigation Meshes Wouter G. van Toll, Atlas F. Cook IV, Roland Geraerts ICT.OPEN 2011.
Ioannis Karamouzas, Roland Geraerts, Mark Overmars Indicative Routes for Path Planning and Crowd Simulation.
Chapter 5.4 Artificial Intelligence: Pathfinding.
Artificial Intelligence in Game Design Problems and Goals.
1 Game AI Path Finding. A Common Situation of Game AI A Common Situation of Game AI Path Planning Path Planning –From a start position to a destination.
Nuttapon Boonpinon Advisor Dr. Attawith Sudsang Department of Computer Engineering,Chulalongkorn University Pattern Formation for Heterogeneous.
DARPA Mobile Autonomous Robot SoftwareLeslie Pack Kaelbling; March Adaptive Intelligent Mobile Robotics Leslie Pack Kaelbling Artificial Intelligence.
Chapter 5: Spatial Cognition Slide Template. FRAMES OF REFERENCE.
Using the Corridor Map Method for Path Planning for a Large Number of Characters Roland Geraerts, Arno Kamphuis, Ioannis Karamouzas, Mark Overmars MIG’08.
Introduction to AI Engine & Common Used AI Techniques Created by: Abdelrahman Al-Ogail Under Supervision of: Dr. Ibrahim Fathy.
2D/3D Shape Manipulation, 3D Printing Shape Representations Slides from Olga Sorkine February 20, 2013 CS 6501.
Ioannis Karamouzas, Roland Geraerts and A. Frank van der Stappen Space-time Group Motion Planning.
Motion Planning in Games Mark Overmars Utrecht University.
Adrian Treuille, Seth Cooper, Zoran Popović 2006 Walter Kerrebijn
Search exploring the consequences of possible actions.
From Path Planning to Crowd Simulation
AI in games Roger Crawfis CSE 786 Game Design. AI vs. AI for games AI for games poses a number of unique design challenges AI for games poses a number.
Crowds (and research in animation and games) CSE 3541 Matt Boggus.
Wouter G. van Toll Atlas F. Cook IV Roland Geraerts Realistic Crowd Simulation with Density-Based Path Planning ICT.OPEN / ASCI October 22nd, 2012.
School of Systems, Engineering, University of Reading rkala.99k.org April, 2013 Motion Planning for Multiple Autonomous Vehicles Rahul Kala Multi-Level.
Final Version Olex Ponomarenko. Goals for the Project Create a fairly abstract map path-finding program Add more complex heuristics to account for things.
Roland Geraerts and Erik Schager CASA 2010 Stealth-Based Path Planning using Corridor Maps.
CSCI 4310 Lecture 4: Search 2 – Including A*. Book Winston Chapters 4,5,6.
CSCE 552 Spring 2010 AI (III) By Jijun Tang. A* Pathfinding Directed search algorithm used for finding an optimal path through the game world Used knowledge.
CSCE 552 Fall 2012 AI By Jijun Tang. Homework 3 List of AI techniques in games you have played; Select one game and discuss how AI enhances its game play.
Sébastien Paris, Anton Gerdelan, Carol O’Sullivan {Sebastien.Paris, gerdelaa, GV2 group, Trinity College Dublin.
Crowds (and research in computer animation and games)
Model Optimization Wed Nov 16th 2016 Garrett Morrison.
Chapter 5.4 Artificial Intelligence: Pathfinding
Pathfinding Over Streaming Terrain
Lookahead pathology in real-time pathfinding
Indicative Routes for Path Planning and Crowd Simulation
A Comparative Study of Navigation Meshes . Motion in Games 2016
A Comparative Study of Navigation Meshes . Motion in Games 2016
Statistical surfaces: DEM’s
Crowd Simulation (INFOMCRWS) - Introduction to Crowd Simulation
Crowds (and research in computer animation and games)
A Comparative Study of Navigation Meshes
Roland Geraerts and Mark Overmars CASA’08
DrillSim July 2005.
Towards Next Generation Panel at SAINT 2002
Crowd Simulation (INFOMCRWS) - UU Crowd Simulation Software
Workshop II UU Crowd Simulation Framework
Motion Planning for Multiple Autonomous Vehicles
Crowd Simulation (INFOMCRWS) - A* Search
Spline-Based Multi-Level Planning for Autonomous Vehicles
CIS 488/588 Bruce R. Maxim UM-Dearborn
Application to Animating a Digital Actor on Flat Terrain
CHAPTER 14 ROBOTICS.
Workshop: A* Search.
Presentation transcript:

Toward Solving Pathfinding Kevin Dill Chris Jurney Alex Champandard

Why Isn’t It Solved Yet? Search is expensive Limited resources Huge environments Dynamic maps Varied terrain & travel costs Limited resources Not everyone gets to work on the 360 or PS3 We still have to fight with the graphics guys… * Ken Forbus story

Ok… Why Else Is It Hard? Incredible variety of requirements Unit widths Varied (and dynamic) formation sizes Varied traversability Dynamic obstacles (i.e. other actors) Crowds Tight spaces * Uncle Steve story

Beyond Path Planning Believable motion Decision making Soldier vs. tank vs. truck vs. … puppy?!!? Unusual motion (jumping, gliding, flying, etc.) Coordinating with animation Decision making Realistic distances Screening forces Traffic prediction * Uncle Steve story

Optimizations & Other Tricks Time slice (or multithread) But what to do while you wait? Hierarchical spatial representation But what if the map changes? My heuristic *was* admissible… Precompute and/or cache results Time / space considerations Consistency

Toward Solving Pathfinding Kevin Dill Chris Jurney Alex Champandard

BUILDING NAVIGATION DATA Topic 1 BUILDING NAVIGATION DATA

Voxelization of Meshes Most scalable and efficient solution yet! Outperforms mesh simplification techniques. Also very robust with clean output. Example from Mikko Mononen’s R&D.

3D Rasterization Project by Mikko Mononen, 2009.

Area Contour Creation Project by Mikko Mononen, 2009.

Triangulation Project by Mikko Mononen, 2009.

Scaling Up Project by Mikko Mononen, 2009.

PATH Following Diversity Topic 2 PATH Following Diversity

Corridor Map R. Geraerts et al., 2008.

References Using the Corridor Map Method for Path Planning for a Large Number of Characters R. Geraerts, A. Kamphuis, I. Karamouzas, and M. Overmars. Proceedings of Motion in Games, 2008 Adding Variation to Path Planning I. Karamouza and M. Overmars. Computer Animation and Virtual Worlds Journal, 2008.

Ideas & Applications Corridor lanes, people travel on the right. Shortest path vs. longest path preferences. Varied path following with Perlin noise.

Corridor Map R. Geraerts et al., 2008.

Strategic PATHFINDING Topic 3 Strategic PATHFINDING

Potential Fields J. Hagelbäck et al., 2008.

References Using Multi-agent Potential Fields in Real-time Strategy Games J. Hagelbäck and S. Johansson Autonomous Agents and Multi-agent Systems, 2008. A Multiagent Potential Field-Based Bot for RTS Games Journal of Computer Games Technology, 2009.

Advantages Scalable to thousands of units. Emergent coordination. Simple to implement.

Multiwinia

Toward Solving Pathfinding Kevin Dill Chris Jurney Alex Champandard