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Offline Grid-Based Coverage path planning for guards in games
arXiv - CS - Robotics Pub Date : 2020-01-15 , DOI: arxiv-2001.05462
Wael Al Enezi, Clark Verbrugge

Algorithmic approaches to exhaustive coverage have application in video games, enabling automatic game level exploration. Current designs use simple heuristics that frequently result in poor performance or exhibit unnatural behaviour. In this paper, we introduce a novel algorithm for covering a 2D polygonal (with holes) area. We assume prior knowledge of the map layout and use a grid-based world representation. Experimental analysis over several scenarios ranging from simple layouts to more complex maps used in actual games show good performance. This work serves as an initial step towards building a more efficient coverage path planning algorithm for non-player characters.

中文翻译:

基于离线网格的游戏守卫覆盖路径规划

详尽覆盖的算法方法已应用于视频游戏,从而实现自动游戏级别探索。当前的设计使用简单的启发式方法,这经常导致性能不佳或表现出不自然的行为。在本文中,我们介绍了一种用于覆盖 2D 多边形(带孔)区域的新算法。我们假设地图布局的先验知识并使用基于网格的世界表示。从简单的布局到实际游戏中使用的更复杂地图的几种场景的实验分析显示出良好的性能。这项工作是为非玩家角色构建更有效的覆盖路径规划算法的第一步。
更新日期:2020-01-16
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