Navigating Non-Playable Characters Based on User Trajectories with Accumulation Map and Path Similarity
In this paper, we propose a method to efficiently control the path of non-playable characters (NPC) in an interactive virtual environment such as a game or virtual reality (VR) by calculating a weight map and path similarity based on the user’s path. Our method automatically constructs a navigation...
Main Authors: | , , |
---|---|
Format: | Article |
Language: | English |
Published: |
MDPI AG
2020-09-01
|
Series: | Symmetry |
Subjects: | |
Online Access: | https://www.mdpi.com/2073-8994/12/10/1592 |
_version_ | 1797552703369379840 |
---|---|
author | Jong-Hyun Kim Jung Lee Sun-Jeong Kim |
author_facet | Jong-Hyun Kim Jung Lee Sun-Jeong Kim |
author_sort | Jong-Hyun Kim |
collection | DOAJ |
description | In this paper, we propose a method to efficiently control the path of non-playable characters (NPC) in an interactive virtual environment such as a game or virtual reality (VR) by calculating a weight map and path similarity based on the user’s path. Our method automatically constructs a navigation mesh that provides a new route to the NPC by referring to the user’s trajectory. Our method finds more paths that users usually go through as time passes, and the number of users increases. Accordingly, the paths that NPCs can traverse automatically are updated adaptively to the virtual environment. In addition, NPC agents can move smartly by assigning high weights to the user’s preferred paths. We tested the usefulness of the proposed method through several example scenarios in an interactive environment such as a video game or VR, and this method can be easily applied to various types of navigation based on the interactive environment. |
first_indexed | 2024-03-10T16:03:53Z |
format | Article |
id | doaj.art-9b589b30fd724911803a877de9aee897 |
institution | Directory Open Access Journal |
issn | 2073-8994 |
language | English |
last_indexed | 2024-03-10T16:03:53Z |
publishDate | 2020-09-01 |
publisher | MDPI AG |
record_format | Article |
series | Symmetry |
spelling | doaj.art-9b589b30fd724911803a877de9aee8972023-11-20T15:02:09ZengMDPI AGSymmetry2073-89942020-09-011210159210.3390/sym12101592Navigating Non-Playable Characters Based on User Trajectories with Accumulation Map and Path SimilarityJong-Hyun Kim0Jung Lee1Sun-Jeong Kim2School of Software Application, Kangnam University, Yongin 17021, Gyeonggi-do, KoreaSchool of Software, Hallym University, Chuncheon 24252, KoreaSchool of Software, Hallym University, Chuncheon 24252, KoreaIn this paper, we propose a method to efficiently control the path of non-playable characters (NPC) in an interactive virtual environment such as a game or virtual reality (VR) by calculating a weight map and path similarity based on the user’s path. Our method automatically constructs a navigation mesh that provides a new route to the NPC by referring to the user’s trajectory. Our method finds more paths that users usually go through as time passes, and the number of users increases. Accordingly, the paths that NPCs can traverse automatically are updated adaptively to the virtual environment. In addition, NPC agents can move smartly by assigning high weights to the user’s preferred paths. We tested the usefulness of the proposed method through several example scenarios in an interactive environment such as a video game or VR, and this method can be easily applied to various types of navigation based on the interactive environment.https://www.mdpi.com/2073-8994/12/10/1592computer graphicscharacter movementcharacter animationpath findinguser’s trajectory |
spellingShingle | Jong-Hyun Kim Jung Lee Sun-Jeong Kim Navigating Non-Playable Characters Based on User Trajectories with Accumulation Map and Path Similarity Symmetry computer graphics character movement character animation path finding user’s trajectory |
title | Navigating Non-Playable Characters Based on User Trajectories with Accumulation Map and Path Similarity |
title_full | Navigating Non-Playable Characters Based on User Trajectories with Accumulation Map and Path Similarity |
title_fullStr | Navigating Non-Playable Characters Based on User Trajectories with Accumulation Map and Path Similarity |
title_full_unstemmed | Navigating Non-Playable Characters Based on User Trajectories with Accumulation Map and Path Similarity |
title_short | Navigating Non-Playable Characters Based on User Trajectories with Accumulation Map and Path Similarity |
title_sort | navigating non playable characters based on user trajectories with accumulation map and path similarity |
topic | computer graphics character movement character animation path finding user’s trajectory |
url | https://www.mdpi.com/2073-8994/12/10/1592 |
work_keys_str_mv | AT jonghyunkim navigatingnonplayablecharactersbasedonusertrajectorieswithaccumulationmapandpathsimilarity AT junglee navigatingnonplayablecharactersbasedonusertrajectorieswithaccumulationmapandpathsimilarity AT sunjeongkim navigatingnonplayablecharactersbasedonusertrajectorieswithaccumulationmapandpathsimilarity |