Spelling suggestions: "subject:"hierarchical pathfinder"" "subject:"ierarchical pathfinder""
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Pathfinding in hierarchical representation of large realistic virtual terrainsBrondani, Juliana Rubenich January 2018 (has links)
Pathfinding is critical to virtual simulation applications. One of the most prominent pathfinding challenges is the fast computation of path plans in large and realistic virtual terrain environments. To tackle this problem, this work proposes the exploration of a quadtree structure in the navigation map representation of large real-world virtual terrains. Exploring a hierarchical approach for virtual terrain representation, we detail how a global hierarchical pathfinding algorithm searches for a path in a coarse initial navigation map representation. Then, during execution time, the pathfinding algorithm refines regions of interest in this terrain representation in order to compute paths with a higher quality in areas where a large amount of navigation obstacles is found. The computational time of such hierarchical pathfinding algorithm is systematically measured in different hierarchical and non-hierarchical terrain representation structures that are instantiated in the modeling of a small real-world terrain scenario. Then, similar experiments are developed in a large real-world virtual terrain that is inserted in a real-life simulation system for the development of military tactical training exercises. The results show that the computational time required to generate pathfinding answers can be optimized when the proposed hierarchical pathfinding algorithm along with the easy and reliable implementation of the quadtree-based navigation map representation of the large virtual terrain are explored in the development of simulation systems.
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Video game pathfinding and improvements to discrete search on grid-based mapsAnguelov, Bobby 02 March 2012 (has links)
The most basic requirement for any computer controlled game agent in a video game is to be able to successfully navigate the game environment. Pathfinding is an essential component of any agent navigation system. Pathfinding is, at the simplest level, a search technique for finding a route between two points in an environment. The real-time multi-agent nature of video games places extremely tight constraints on the pathfinding problem. This study aims to provide the first complete review of the current state of video game pathfinding both in regards to the graph search algorithms employed as well as the implications of pathfinding within dynamic game environments. Furthermore this thesis presents novel work in the form of a domain specific search algorithm for use on grid-based game maps: the spatial grid A* algorithm which is shown to offer significant improvements over A* within the intended domain. Copyright / Dissertation (MSc)--University of Pretoria, 2011. / Computer Science / unrestricted
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