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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.

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Presentation on theme: "Way to go: A framework for multi-level planning in games Norman Jaklin Wouter van Toll Roland Geraerts Department of Information and Computing Sciences."— Presentation transcript:

1 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

2 About us Norman Jaklin, Wouter van Toll: PhD Students Roland Geraerts: Assistant Professor Part of the Games and Virtual Worlds group Research on animation, motion planning,... For us: path planning and crowd simulation 10-6-20132Way to go: A framework for multi-level planning in games

3 Path planning in games 10-6-20133Way to go: A framework for multi-level planning in games Finding a path for one character A* on a grid Navigation meshes Many characters: crowd simulation Individual goals Collision avoidance Problem solved? Approximations, assumptions, memory We need an efficient and flexible framework

4 Planning hierarchy Five levels 5: ICAPS / PG 4/3/2: our framework Navigation mesh Indicative routes Velocity-based models 10-6-2013Way to go: A framework for multi-level planning in games4

5 Our framework Explicit Corridor Map: navigation mesh Computed automatically Clearance info: supports all character sizes 2D and multi-layered environments Dynamic updates Visibility queries 10-6-20135Way to go: A framework for multi-level planning in games

6 Our framework Level 4: Route planning Medial axis  corridor Any route in the corridor (e.g. the shortest) Or: visibility, crowd density,... Result: indicative route (IR) 10-6-2013Way to go: A framework for multi-level planning in games6

7 Our framework Level 3: Route following Character follows IR smoothly: attraction point Indicative Route Method: basic MIRAN: supports terrain preferences Level 2: Local movement Preferred velocity  actual velocity Collision avoidance: many models exist 10-6-2013Way to go: A framework for multi-level planning in games7

8 Demo 10-6-2013Way to go: A framework for multi-level planning in games8

9 Current / Future work Crowds in dynamic environments Combinations with... Game engines (Unity) High-level planning? 10-6-2013Way to go: A framework for multi-level planning in games9


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