Abstract
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.
Keywords
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsPreview
Unable to display preview. Download preview PDF.
References
Batty, M.: Exploring isovist fields: space and shape in architectural and urban morphology. Environment and Planning B: Planning and Design 28, 123–150 (2001)
Behnke, S.: Local multiresolution path planning. In: Polani, D., Browning, B., Bonarini, A., Yoshida, K. (eds.) RoboCup 2003. LNCS (LNAI), vol. 3020, pp. 332–343. Springer, Heidelberg (2003)
Benedikt, M.L.: To take hold of space: isovist fields. Environment and Planning B: Planning and Design 6(1), 47–65 (1979)
Bittner, J., Wonka, P.: Visibility in computer graphics. Journal of Environmental Planning 30, 729–756 (2003)
Cohen-or, D., Chrysanthou, Y., Silva, C.T., Durand, F.: A survey of visibility for walkthrough applications, tech. report (2000)
Geraerts, R., Overmars, M.: The corridor map method: A general framework for real-time high-quality path planning. Computer Animation and Virtual Worlds 18(2), 107–119 (2007)
Geraerts, R., Schager, E.: Stealth-based path planning using corridor maps. In: Proc. Computer Animation and Social Agents, CASA 2010 (2010)
Johansson, A., Dell’Acqua, P.: Introducing time in behavior networks. In: Proceedings of 2010 IEEE Conference on Computational Intelligence and Games (CIG), pp. 297–304 (2010)
Johansson, A., Dell’Acqua, P.: Affective states in behavior networks. In: Plemenos, D., Miaoulis, G. (eds.) Intelligent Computer Graphics 2009. Studies in Computational Intelligence, vol. 240, pp. 19–39. Springer, Heidelberg (2009)
Karamouzas, I., Overmars, M.H.: Adding variation to path planning. Computer Animation and Virtual Worlds 19(3-4), 283–293 (2008)
Lozano-Pérez, T., Wesley, M.A.: An algorithm for planning collision-free paths among polyhedral obstacles. Communications of the ACM 22(10), 560–570 (1979)
Marzouqi, M., Jarvis, R.: Covert path planning for autonomous robot navigation in known environments. In: Proc. of the Australian Conference on Robotics and Automation (2003)
Marzouqi, M., Jarvis, R.: Covert robotics: Covert path planning in unknown environments. In: Proc. of the Australian Conference on Robotics and Automation (2003)
Obermeyer, K.J.: The VisiLibity library, r-1 (2008), http://www.VisiLibity.org
Overmars, M., Karamouzas, I., Geraerts, R.: Flexible path planning using corridor maps. In: Halperin, D., Mehlhorn, K. (eds.) ESA 2008. LNCS, vol. 5193, pp. 1–12. Springer, Heidelberg (2008)
Stenz, A.: Optimal and efficient path planning for partially-known environments. In: Proc. of the IEEE International Conference on Robotics and Automation, pp. 3310–3317 (1994)
Tozour, P.: Game programming gems 2, chap. 3.6. Cengage Learning (2001)
Van Bilsen, A.: How can serious games benefit from 3d visibility analysis? In: Proc. of International Simulation and Gaming Association 2009 (2009)
Van Bilsen, A.: Mathematical Explorations in Urban and Regional Design. Ph.D. thesis, Delft University of Technology, Netherlands (2008)
Van Bilsen, A., Stolk, E.: Solving error problems in visibility analysis for urban environments by shifting from a discrete to a continuous approach. In: ICCSA 2008: Proceedings of the 2008 International Conference on Computational Sciences and Its Applications, pp. 523–528. IEEE Computer Society Press, Washington (2008)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2010 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Johansson, A., Dell’Acqua, P. (2010). Knowledge-Based Probability Maps for Covert Pathfinding. In: Boulic, R., Chrysanthou, Y., Komura, T. (eds) Motion in Games. MIG 2010. Lecture Notes in Computer Science, vol 6459. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-16958-8_32
Download citation
DOI: https://doi.org/10.1007/978-3-642-16958-8_32
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-16957-1
Online ISBN: 978-3-642-16958-8
eBook Packages: Computer ScienceComputer Science (R0)