Path Planning in Crowds (next gen games) Newest RTS available (StarCraft 2 Beta) Reasonably advanced path planning (to a point....) Consider characters dynamic objects Attempt to show issues with the current solutions Martijn Bloemheuvel Seminar Crowd Manipulation
SC2 Path Planning If there is a path, it will find it If there isn't a path... Keep trying Geographically closest position Sadly does not consider “most likely path to be created”
Shoving If a moveable unit is in the way, shove it aside Chainreaction in big crowds Crowd becomes uncontrolled blob however is this – plainly wrong and visually unnatural – more realistic (and better gameplay) than considering the path blocked