Planning biped locomotion using motion capture data and probabilistic roadmaps
ACM Transactions on Graphics (TOG)
Goal-Directed Navigation for Animated Characters Using Real-Time Path Planning and Control
CAPTECH '98 Proceedings of the International Workshop on Modelling and Motion Capture Techniques for Virtual Environments
Artificial Intelligence For Computer Games: An Introduction
Artificial Intelligence For Computer Games: An Introduction
Exploratory Navigation Based on Dynamical Boundary Value Problems
Journal of Intelligent and Robotic Systems
ACM SIGGRAPH 2006 Papers
High quality navigation in computer games
Science of Computer Programming
Interactive navigation of multiple agents in crowded environments
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Computer Animation and Virtual Worlds - CASA'2008 Special Issue
GPU Accelerated Path-Planning for Multi-agents in Virtual Environments
SBGAMES '09 Proceedings of the 2009 VIII Brazilian Symposium on Games and Digital Entertainment
Natural steering behaviors for virtual pedestrians
The Visual Computer: International Journal of Computer Graphics
Shortest paths with arbitrary clearance from navigation meshes
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Many games, in particular RTS games, are populated by synthetic humanoid actors that act as autonomous agents. The navigation of these agents is yet a challenge if the problem involves finding a precise route in a virtual world (path-planning), and moving realistically according to its own personality, intentions and mood (motion planning). In this paper we present several complementary approaches recently developed by our group to produce quality paths, and to guide and interact with the navigation of autonomous agents. Our approach is based on a BVP Path Planner that generates potential fields through a differential equation whose gradient descent represents navigation routes. Resulting paths can deal with moving obstacles, are smooth, and free from local minima. In order to evaluate the algorithms, we implemented our path planner in a RTS game engine.