当前位置: X-MOL 学术Symmetry › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Navigating Non-Playable Characters Based on User Trajectories with Accumulation Map and Path Similarity
Symmetry ( IF 2.940 ) Pub Date : 2020-09-25 , DOI: 10.3390/sym12101592
Jong-Hyun Kim , Jung Lee , Sun-Jeong Kim

In this paper, we propose a method to efficiently control the path of non-playable characters (NPC) in an interactive virtual environment such as a game or virtual reality (VR) by calculating a weight map and path similarity based on the user’s path. Our method automatically constructs a navigation mesh that provides a new route to the NPC by referring to the user’s trajectory. Our method finds more paths that users usually go through as time passes, and the number of users increases. Accordingly, the paths that NPCs can traverse automatically are updated adaptively to the virtual environment. In addition, NPC agents can move smartly by assigning high weights to the user’s preferred paths. We tested the usefulness of the proposed method through several example scenarios in an interactive environment such as a video game or VR, and this method can be easily applied to various types of navigation based on the interactive environment.

中文翻译:

基于用户轨迹的具有累积图和路径相似性的不可玩角色导航

在本文中,我们提出了一种方法,通过基于用户路径计算权重图和路径相似度,在交互式虚拟环境(例如游戏或虚拟现实 (VR))中有效控制不可玩角色 (NPC) 的路径。我们的方法自动构建导航网格,通过参考用户的轨迹为 NPC 提供新的路线。随着时间的推移,我们的方法会找到更多用户通常经过的路径,并且用户数量会增加。因此,NPC 可以自动穿越的路径会根据虚拟环境进行自适应更新。此外,NPC 代理可以通过为用户的首选路径分配高权重来智能移动。我们通过视频游戏或 VR 等交互式环境中的几个示例场景测试了所提出方法的有效性,
更新日期:2020-09-25
down
wechat
bug