Flexible Path Planning Using Corridor Maps

  • Authors:
  • Mark Overmars;Ioannis Karamouzas;Roland Geraerts

  • Affiliations:
  • Department of Information and Computing Sciences, Utrecht University, Utrecht, the Netherlands 3508 TA;Department of Information and Computing Sciences, Utrecht University, Utrecht, the Netherlands 3508 TA;Department of Information and Computing Sciences, Utrecht University, Utrecht, the Netherlands 3508 TA

  • Venue:
  • ESA '08 Proceedings of the 16th annual European symposium on Algorithms
  • Year:
  • 2008

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Abstract

Path planning is a central problem in virtual environments and games. When computer-controlled characters move around in virtual worlds they have to plan their paths to desired locations. These paths must avoid collisions with the environment and with other moving characters. Also a chosen path must be natural, meaning that it is the kind of path a real human being could take. The algorithms for planning such paths must be able to handle hundreds of characters in real-time and must be flexible.The Corridor Map Method (cmm) was recently introduced as a flexible path planning method in interactive virtual environments and games. The method is fast and flexible and the resulting paths are reasonable. However, the paths tend to take unnatural turns when characters get close to other characters or small obstacles. In this paper we will improve on the cmmby decoupling collision avoidance with the environment and local steering behavior. The result is a method that keeps the advantages of the cmmbut has much more natural steering. Also the method allows for more flexibility in the desired routes of the characters.