Knowledge-Based Probability Maps for Covert Pathfinding
2010 (English)In: Motion in Games / [ed] Ronan Boulic, Yiorgos Chrysanthou, and Taku Komura, Springer , 2010, 339-350 p.Chapter in book (Refereed)
Virtual characters in computer games sometimes need to find a path from point A to point B while minimizing the risk of being spotted by an enemy. Visibility calculations of the environment are needed to accomplish this. While previous methods have focused on either general visibility calculations or calculations based only on current enemy positions, we suggest a method to incorporate the agent’s knowledge of previous enemy positions. By creating a probability distribution of the positions of the enemies and using this in the visibility calculation, we create a more accurate visibility map.
Place, publisher, year, edition, pages
Springer , 2010. 339-350 p.
Lecture Notes in Computer Science, ISSN 0302-9743 (print), 1611-3349 (online) ; 6459
artificial intelligence, pathfinding, visibility, covert
Engineering and Technology
IdentifiersURN: urn:nbn:se:liu:diva-62771DOI: 10.1007/978-3-642-16958-8_32ISBN: 978-3-642-16957-1 (print)ISBN: 978-3-642-16958-8 (online)OAI: oai:DiVA.org:liu-62771DiVA: diva2:374314
Motion in Games Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010.