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Abstract Terrain Representation in Full Spectrum Command Ramesh Saran USC-ICT
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Terrain representation: Graphics vs. AI Graphics representation: –Polygons, textures, materials, scene graph,… AI representation: –Needs simpler and more abstract representation –Requires tactical annotations/hints for AI
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Map Manager Manages the –Abstract Map Region annotation grids Indoor structure hierarchy –Dynamic Map Barriers: –Type, status, dimensions
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Region annotation grids Uniform 2-D grid laid over the world Each tile has tactical annotations: –Networks Path node network Cover points network –Points obstacle, perimeter, corner, dominance, scramble
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Indoor Structure Hierarchy Structure Store –64-bit Map-ID for each structure Room, Floor, Building & Exterior sections –Organized as a tree Root node is exterior world Leaf nodes are individual rooms –Stores information about Dimensions, tactical status, tactical annotations (network and point types used in grids)
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Exit Store –Type: doorway, window, ladder, stairway –Dimensions –List of connected structures Stair-room list –List of Map-IDs of structures (rooms) with stairs Indoor Structure Hierarchy (cont)
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A set of functions which perform map related computations for the AI Examples: –Are these two rooms connected? –Get nearest dominance point in the room –Get exit points for passed room based on location of teammates –Get room with outside exit that maximizes the distance from known enemy Map AI
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I/O is the slowest in Soar Is migrating the abstract terrain representations to Soar’s internal storage feasible? Would that help in improving performance and/or expressive-power? FSC-Soar
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