Real-Time Path Planning in Heterogeneous Environments

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Unattractive traversable terrain is made impassable for particular characters. Grand Theft Auto IV by Rockstar North 2008. Jaklin et al. (Utrecht University).
Real-Time Path Planning in Heterogeneous Environments Norman Jaklin1 1 Utrecht 2 University

Atlas Cook IV2

Roland Geraerts1

University - Department of Information and Computing Sciences

of Texas at Austin - Institute for Computational Engineering and Sciences

Computer Animation and Social Agents 2013

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Motivation

Path planning method: MIRAN - Modified Indicative Routes and Navigation Motivation: start movie

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Problems with terrain-based path planning in current games and simulations

Inflexible solutions for handling individual terrain preferences Traversable areas treated as equal, independent of individual terrain preferences Unattractive traversable terrain is made impassable for particular characters

Grand Theft Auto IV by Rockstar North 2008

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More problems

Paths are often illogical and not visually convincing Unnecessary detours No smooth trajectories Unnatural clearance from obstacles Characters do not look ahead enough Obstacles or rough terrain is ignored

World of Warcraft by Blizzard Entertainment 2004 Jaklin et al. (Utrecht University)

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MIRAN - Modified Indicative Routes and Navigation

Input: A 2D polygonal environment Virtual characters with sets of individual region preferences An indicative route that roughly guides a character automatically computed or manually designed

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MIRAN - Modified Indicative Routes and Navigation

Output: A natural-looking path that gives the user control over the amount of smoothing is based on a character’s region preferences keeps clearance from obstacles avoids unnecessary detours can be computed in real-time

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The MIRAN method - Overview

Step 1: Compute reference point on the indicative route Step 2: Compute set of candidate attraction points Step 3: Pick best attraction point Step 4: Move character towards attraction point

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Two user-controlled parameters

The shortcut parameter σ The sampling distance d

indicative route

d character position

σ

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Step 1: Compute reference point r

ri := first closest point on the indicative route between former reference point ri−1 and former attraction point αi−1

indicative route αi−1 ri ri−1 xi

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Step 2: Compute set A of candidate attraction points

Visible points along the indicative route between ri and σi discretized with sampling distance d

goal

σi αi7 αi6

αi5 αi4 αi3

xi start

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αi2 ri αi1

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Step 3: Pick best attraction point α from A

Each line segment between x and αi is weighted with the underlying type of terrain and the curve length distance from r to αi . Lower terrain costs ⇒ lower weight αi further ahead on the indicative route ⇒ lower weight

goal

x α3 start

r

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α1

α2

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Step 4: Move character towards α

α1 α2 α3 x2

x3

x4

x1

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Forest example with two character profiles

Start Demo

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Experimental Results

Comparison with the Indicative Route Method (IRM) by Karamouzas et al. [2]

g

s

Overall scene size: 200 × 200 units shortcut parameter σ = 40 sampling distance d = 10 Running times: 4.66ms (MIRAN), 4.48ms (IRM) Jaklin et al. (Utrecht University)

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Open Research Questions and Future Extensions

Handle disc-shaped characters with variable radius in a better way Improve computation of indicative routes as input for MIRAN Extend terrain-based movement to local collision-avoidance routines Generalize MIRAN to (multi-layered) 3D environments with height information

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Thank You!

R. Geraerts. Planning short paths with clearance using Explicit Corridors. In Proceedings of the IEEE International Conference on Robotics and Automation, pages 1997–2004, 2010. I. Karamouzas, R. Geraerts, and M. Overmars. Indicative routes for path planning and crowd simulation. 4th International Conference on Foundations of Digital Games, pages 113–120, 2009. Jaklin et al. (Utrecht University)

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