Grid representations offer many advantages for path planning. Lookups in grids are fast, due to the uniform memory layout, and it is easy to modify grids. But, grids often have significant memory requirements, they cannot directly represent more complex surfaces, and path planning is slower due to their high granularity representation of the world. The speed of path planning on grids has been addressed using abstract representations, such as has been documented in work on Dragon Age: Origins. The abstract representation used in this game was compact, preventing permanent changes to the grid. In this paper we introduce a sparse grid representation, where grid cells are only stored where necessary. From this sparse representation we increment...
Path finding is a common problem in computer games. Most videogames require to simulate thousands or...
The WorldForge Project aims to build a framework for developing large scale persistent online worlds...
Abstract — We present an experienced-based planning frame-work called Thunder that learns to reduce ...
Most games being shipped today use some form of high-level abstraction such as a navmesh or waypoint...
With the rise and success of digital games over the past few decades, path planning algorithms have ...
Path planning on gridmaps is a common problem in AI and a popular topic in application areas such as...
Path planning is a critical part of modern computer games; rare is the game where nothing moves and ...
This thesis investigates a memory-efficient representation of highly detailed geometry in 3D voxel g...
Most games being shipped today use some form of high-level abstraction such as a navmesh or waypoint...
Path planning is fundamental in various Computer Graphics (CG) applications to determine a character...
From an academic perspective there has been a lot of work on using state abstraction to speed path p...
Path planning is a critical part of modern computer games; rare is the game where nothing moves and ...
Grids with blocked and unblocked cells are often used to represent continuous 2D and 3D environments...
Modern computer graphics applications commonly feature very large virtual environments and diverse c...
A fundamentally new idea in grid generated turbulence is the 3D Sparse Grid (3DS) concept [N. A. Mal...
Path finding is a common problem in computer games. Most videogames require to simulate thousands or...
The WorldForge Project aims to build a framework for developing large scale persistent online worlds...
Abstract — We present an experienced-based planning frame-work called Thunder that learns to reduce ...
Most games being shipped today use some form of high-level abstraction such as a navmesh or waypoint...
With the rise and success of digital games over the past few decades, path planning algorithms have ...
Path planning on gridmaps is a common problem in AI and a popular topic in application areas such as...
Path planning is a critical part of modern computer games; rare is the game where nothing moves and ...
This thesis investigates a memory-efficient representation of highly detailed geometry in 3D voxel g...
Most games being shipped today use some form of high-level abstraction such as a navmesh or waypoint...
Path planning is fundamental in various Computer Graphics (CG) applications to determine a character...
From an academic perspective there has been a lot of work on using state abstraction to speed path p...
Path planning is a critical part of modern computer games; rare is the game where nothing moves and ...
Grids with blocked and unblocked cells are often used to represent continuous 2D and 3D environments...
Modern computer graphics applications commonly feature very large virtual environments and diverse c...
A fundamentally new idea in grid generated turbulence is the 3D Sparse Grid (3DS) concept [N. A. Mal...
Path finding is a common problem in computer games. Most videogames require to simulate thousands or...
The WorldForge Project aims to build a framework for developing large scale persistent online worlds...
Abstract — We present an experienced-based planning frame-work called Thunder that learns to reduce ...