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...

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Main Authors: Jong-Hyun Kim, Jung Lee, Sun-Jeong Kim
Format: Article
Language:English
Published: MDPI AG 2020-09-01
Series:Symmetry
Subjects:
Online Access:https://www.mdpi.com/2073-8994/12/10/1592
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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.
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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