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arXiv 1706.01320cs.AI
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基于非均匀搜索空间Quantization和视锥搜索的三维寻路与避碰

3D Pathfinding and Collision Avoidance Using Uneven Search-space Quantization and Visual Cone Search

Diptangshu Pandit

摘要:

寻路是计算机游戏开发中一个非常流行的领域。针对二维寻路算法在游戏引擎中的广泛应用,提出了一种动态搜索空间优化算法,该算法可以对三维搜索空间进行不均匀的网格划分,从而显著减少生成的节点数。该算法可以与3D游戏引擎中流行的寻路算法一起使用。此外,本文还提出了一种简化的独立式三维路径搜索算法。所提出的算法依赖于光线投射或线视觉在运行时生成一个可行的路径,而不需要划分的搜索空间到一个3D网格。在虚幻引擎上对这两种算法进行了仿真,以显示其内部工作原理以及与A* 的结果路径比较。文中还讨论了这些算法的优点和不足以及未来的发展方向。

英文摘要:

Pathfinding is a very popular area in computer game development. While two-dimensional (2D) pathfinding is widely applied in most of the popular game engines, little implementation of real three-dimensional (3D) pathfinding can be found. This research presents a dynamic search space optimization algorithm which can be applied to tessellate 3D search space unevenly, significantly reducing the total number of resulting nodes. The algorithm can be used with popular pathfinding algorithms in 3D game engines. Furthermore, a simplified standalone 3D pathfinding algorithm is proposed in this paper. The proposed algorithm relies on ray-casting or line vision to generate a feasible path during runtime without requiring division of the search space into a 3D grid. Both of the proposed algorithms are simulated on Unreal Engine to show innerworkings and resultant path comparison with A*. The advantages and shortcomings of the proposed algorithms are also discussed along with future directions.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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