Finding a natural-looking path by using generalized visibility graphs

  • Authors:
  • Kyeonah Yu

  • Affiliations:
  • Department of Computer Science, Duksung Women's University, Seoul, Korea

  • Venue:
  • PRICAI'06 Proceedings of the 9th Pacific Rim international conference on Artificial intelligence
  • Year:
  • 2006

Quantified Score

Hi-index 0.00

Visualization

Abstract

We propose to use the generalized visibility graph (Vgraph) to represent search space for finding a natural-looking path in computer games. The generalized Vgraph is the extension of the visibility graph to the generalized polygonal world which is produced as a result of dilating polygonal obstacles. That is, the generalized visibility graph is constructed on the expanded boundaries of obstacles so that the path keeps an amount of clearance from obstacles. We also introduce an algorithm that can efficiently incorporate a start and a goal location to the map represented in a generalized Vgraph for quick pathfinding. The A* algorithm with Euclidean distance is used for quick path-finding. The proposed approach is compared to other major search space representations analytically and empirically. The results show that the map can be generated efficiently by using the generalized Vgraph and the paths found look natural.