Pathfinding in hierarchical representation of large realistic virtual terrains for simulation systems

https://doi.org/10.1016/j.eswa.2019.07.029Get rights and content

Highlights

  • Solution for pathfinding in large realistic terrains used in simulation systems.

  • Uses a hierarchical pathfinding algorithm and virtual terrain representation.

  • Employed in the prototype of a military simulation with massive virtual terrain.

  • Compared to other hierarchical and non-hierarchical techniques.

  • Speeds up the search and scales up well in massive virtual terrains.

Abstract

A prominent pathfinding challenge is the fast computation of path plans in large virtual terrain environments used in simulation systems. Based on a hierarchical approach for pathfinding and terrain representation, this work details the design, the implementation and the test of a quadtree-based structure in the irregular grid navigation map representation of large realistic virtual terrain environments. To achieve this goal, it is described how a hierarchical global A* pathfinding algorithm searches for a path in a coarse initial irregular grid structure then proceeding with the search in refined regions of interest where obstacles are found. Thus, the proposed solution presents as major contribution the enhanced quadtree-based map representation for pathfinding in large virtual terrains. The pathfinding response time of this solution is statistically compared with different hierarchical/non-hierarchical and regular/irregular terrain representation structures instantiated in the modeling of “small” realistic terrain scenarios. After these experiments, similar ones are developed in a massive (large) virtual terrain inserted into a real-life simulation system for the development of military tactical training exercises. The results show that the response time required to generate pathfinding results can be reduced when the proposed global pathfinding technique over the quadtree-based hierarchical and irregular navigation map representation of the large virtual terrain is explored in the development of simulation systems.

Introduction

The work presented in this paper is motivated on the research and development of a real-world military simulation system (the SIS-ASTROS simulation system) for the systematic development of virtual tactical simulation-based training exercises (SIS-ASTROS, 2014). The SIS-ASTROS is a simulation system to train military personnel in the tactical employment of artillery batteries over a battlefield scenario. There, different characteristics of the scenario are considered when selecting the best locations to deploy such agents, as well as to displace their constituent elements in the best possible doctrine-based organization over the terrain, according to the requirements of a given mission. This simulator considers very large military scenarios, which are over 2500 km2, constructed in a highly realistic way via computer graphics techniques and the use of GIS-based map data regarding real-world terrains (e.g., Backes et al., 2017, Engel and Pozzer, 2016, Frasson et al., 2018). A realistic and effective global navigation and obstacle avoidance of the batteries’ elements in these large virtual terrain environments is a fundamental requirement to preserve the fidelity of the resulting simulations, providing the user the desired sense of immersion in the simulation-based training exercises developed. To fulfill such requirements, the simulation system's response time to compute path routes for simulated agents is a key issue, and has to be less than 1 s.

To address the presented time-framed pathfinding issue, the SIS-ASTROS simulation system relies on a hybrid semi-autonomous navigation framework (Brondani et al., 2017, Brondani et al., 2018) in which the proposed hierarchical global pathfinding solution is integrated with force-based local navigation techniques (Reynolds, 1999). While local navigation algorithms are detailed elsewhere (e.g., Menezes & Pozzer, 2018), this work is focused on the design, implementation and test of the quadtree-based navigation map structure and the hierarchical pathfinding algorithm components of the SIS-ASTROS simulation system, aiming at providing reliable support to the development of time-efficient pathfinding calculations. In this research field driven by the development of real-world AI applications, the key contribution of this paper is the proposal of the quadtree-based hierarchical and irregular structure as the navigation map representation for large realistic virtual terrains and, based on this contribution, this paper describes the hierarchical adjustment of the A* pathfinding algorithm to perform time-efficient path computations in such massively large virtual terrains as an additional minor contribution.

The paper is organized as follows: Section 2 reviews terrain topologies. Section 3 describes the proposed hierarchical and irregular virtual terrain representation. Section 4 the adapted global A* algorithm to work in the proposed virtual terrain representation. Section 5 describes the performed experiments and discusses the results. Finally, Section 6 concludes the work and presents directions for future work.

Section snippets

Terrain representation topologies

Solutions for global navigation have the form of a plan, where such plan leads the agent from a start to a goal state. This plan is computed before the actual navigation task starts and whenever a new situation arises as exemplified in Khatoon and Ibraheem (2012). Despite the existence of optimized versions of pathfinding algorithms (e.g., Algfoor et al., 2015, Botea et al., 2013, Souissi et al., 2013), it is fundamental to highlight that the terrain navigation structure is still a critical

Hierarchical virtual terrain representation

This work proposes a hierarchical and irregular approach for representing the navigation map structure and computing prompt global pathfinding answers in large realistic virtual terrain scenarios. This solution is motivated by the semi-autonomous navigation requirements of the virtual simulation-based military training exercises developed in the SIS-ASTROS simulation system (SIS-ASTROS, 2014). In this simulation setting, the training of military personal occurs when computer-generated forces

Hierarchical pathfinding

Hierarchical pathfinding techniques (e.g., Botea, Müller, & Schaeffer, 2004) aim to mitigate the computational time required by the pathfinding calculation. To do so, these techniques commonly use hierarchical abstractions of the virtual terrain representation in order to simplify the search process. These abstractions create different representations of the same virtual terrain with different levels of detail, where detailed representations can represent terrain features more accurately. In

Experiments and results

The experiments developed in this work aim to assess the impact that the proposed hierarchical and irregular navigation map representation has on the computation of agent routes in large realistic virtual terrains explored in simulation systems. The hypothesis is that the hierarchical pathfinding approach and the quadtree-based irregular representation of such large virtual terrain environments allow speeding up the computational time required to search for such agent routes.

Virtual terrain

Concluding remarks

The exploration of large realistic virtual terrain environments is fundamental to improve the training effectiveness of military simulation systems. To promote the systematic use of such large virtual environments, this work approaches the design and implementation of time-framed navigation algorithms for agents involved in virtual simulation-based training exercises. The proposal is based on the use of hierarchical and irregular grid terrain structures used by the hierarchical implementation

Credit author statement

We thank the members of the AI team of the SIS-ASTROS project and the anonymous reviewers for the valuable comments presented to the improvement of the paper. We thank the Brazilian Army for the financial support through the SIS-ASTROS Project (813782/2014), developed in the context of the PEE ASTROS 2020

Conflict of interest

The authors declare no conflict of interest.

Acknowledgments

We thank the members of the AI team of the SIS-ASTROS project, the support from the Prof. Canterle and Prof. Bayer from the Statistical Department of UFSM, and the anonymous reviewers for the valuable comments presented to the improvement of the paper. We thank the Brazilian Army for the financial support through the SIS-ASTROSProject (813782/2014), developed in the context of the PEE ASTROS 2020.

References (24)

  • N. Pelechano et al.

    Hierarchical path-finding for navigation meshes (HNA⁎)

    Computers & Graphics

    (2016)
  • Z. Abd Algfoor et al.

    A comprehensive study on pathfinding techniques for robotics and video games

    International Journal of Computer Games Technology

    (2015)
  • A. Ammar et al.

    Relaxed Dijkstra and A* with linear complexity for robot path planning problems in large-scale grid environments

    Soft Computing

    (2016)
  • B. Anguelov

    Video game pathfinding and improvements to discrete search on grid-based maps

    (2011)
  • G.C. Backes et al.

    Rendering of large textures for real-time visualization

  • A. Botea et al.

    Artificial and computational intelligence in games

  • A. Botea et al.

    Near optimal hierarchical path-finding

    Journal of Game Development

    (2004)
  • J.R. Brondani et al.

    A task-oriented and parameterized (semi) autonomous navigation framework for the development of simulation systems

  • J.R. Brondani et al.

    Semi-autonomous navigation for virtual tactical simulations In the military domain

  • M. Chmielewski et al.

    High detail terrain models and multiresolution path finding algorithms for Border Guard constructive simulator. A study of effective movement algorithms in high resolution simulation environment

  • M. De Berg et al.

    Computational geometry

    (1997)
  • T.A. Engel et al.

    Shape2River: A tool to generate river networks from vector data

  • Cited by (15)

    • Guards: Benchmarks for weighted grid-based pathfinding

      2024, Expert Systems with Applications
    • Hierarchical and smoothed topographic path planning for large-scale virtual simulation environments

      2022, Expert Systems with Applications
      Citation Excerpt :

      The representation and computation of topographic information from large-scale terrains used in the construction of simulation systems are relevant characteristics of the pathfinding approach proposed in this work. As discussed in Brondani et al. (2019), the hierarchical nature of the QuadTree data structure is fundamental to the optimization of the terrain representation and the path search. That is because different levels of real-world terrain detail are expressed in the hierarchical structure of the resulting virtual map.

    View all citing articles on Scopus
    View full text