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

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. About us. Norman Jaklin, Wouter van Toll: PhD Students Roland Geraerts: Assistant Professor

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

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

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

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

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

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

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

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