Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Robot Motion Planning
Better group behaviors in complex environments using global roadmaps
ICAL 2003 Proceedings of the eighth international conference on Artificial life
AI Game Programming Wisdom, Vol. 2
AI Game Programming Wisdom, Vol. 2
Finding paths for coherent groups using clearance
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Coordinating Multiple Robots with Kinodynamic Constraints Along Specified Paths
International Journal of Robotics Research
Planning Algorithms
A Predictive Collision Avoidance Model for Pedestrian Simulation
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Long term real trajectory reuse through region goal satisfaction
MIG'11 Proceedings of the 4th international conference on Motion in Games
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In computer games, one or more groups of units need to move from one location to another as quickly as possible. If there is only one group, then it can be solved efficiently as a dynamic flow problem. If there are several groups with different origins and destinations, then the problem becomes NP-hard. In current games, these problems are solved by using greedy ad hoc rules, leading to long traversal times or congestions and deadlocks near narrow passages. We present a centralized optimization approach based on Integer Linear Programming. Our solution provides an efficient heuristic to minimize the average and latest arrival time of the units.