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Speed-optimized map way-finding algorithm

A pathfinding algorithm and speed technology, applied in the directions of maps/plans/charts, instruments, educational appliances, etc., can solve the problems of reducing pathfinding efficiency, high time cost, large delay, etc., to simplify the search space, reduce the storage space, The effect of increasing the pathfinding speed

Inactive Publication Date: 2013-04-03
DALIAN CHUANGDA TECH TRADE MARKET
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  • Application Information

AI Technical Summary

Problems solved by technology

Due to the large game scene, based on the complete A* algorithm, its search time is a non-negligible overhead
Especially in online games with high real-time requirements, if it is used to click on a far position, using a pure A* algorithm will cause a large delay, which is unacceptable to users
[0006] If the A* algorithm of waypoint pathfinding is used, one is that it takes a lot of time for the artist to generate the necessary waypoints, and the time cost is very high; the other is that due to the use of waypoint pathfinding, it is easy to cause many characters to be crowded into a single On waypoints, if there are a large number of waypoints, the efficiency of pathfinding will be reduced. The limit number of waypoints is equal to the number of grids in grid pathfinding

Method used

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Embodiment Construction

[0015] The speed optimization of the map pathfinding algorithm optimizes the search space of the A* algorithm, and the steps are as follows:

[0016] 1) According to the scene structure, place a waypoint on the convex corner of the collision;

[0017] 2) Use the offline method to simulate the movement of the protagonist, test whether all the waypoints can be reached directly, and generate a grid of visible points;

[0018] 3) When the character finds its way from one point to another, it must first convert the character's pathfinding to the pathfinding of the visible point; calculate the visibility of the pathfinding starting point, destination, and all visible points;

[0019] 4) After determining the visible points of the starting point, perform A* pathfinding on the visible points to determine the final pathfinding path.

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PUM

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Abstract

The invention relates to the technical field of computer pictures, in particular to an A*map way-finding system based on visible points, and discloses a speed-optimized map way-finding algorithm. The speed-optimized map way-finding algorithm includes steps: placing a way point on a collided convex corner according to the scene structure; simulating main corner moving in an offline method, testing whether all the way points can be directly reached, and generating a visible point grid; and generating the visible points and visibility of the visible points in the offline method. The speed-optimized map way-finding algorithm simplifies a search space in the maximum limit, greatly improves way-finding speed and narrows a storage space of the way-finding way points compared with the traditional rectangular grid way-finding algorithm and the traditional polygonal grid way-finding algorithm, and is very suitable for way finding in large network games.

Description

[0001] technical field [0002] The invention relates to the technical field of computer graphics, more specifically, an A* map pathfinding system based on visible points. Background technique [0003] With the continuous development of online games, it is often necessary to realize that the main character moves in the virtual world. In the field of game pathfinding, the A* algorithm is a commonly used pathfinding algorithm. The A* algorithm is a heuristic search, which uses an evaluation function to evaluate the value of each decision and decides which one to adopt first. [0004] At present, the main pathfinding methods mainly include: A* algorithm and A* algorithm based on waypoints. [0005] However, now both of the above methods have their disadvantages. Due to the large game scene, based on the complete A* algorithm, its search time is a non-negligible overhead. Especially in online games with high real-time requirements, if it is used to click on a far positio...

Claims

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Application Information

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IPC IPC(8): G09B29/00
Inventor 不公告发明人
Owner DALIAN CHUANGDA TECH TRADE MARKET
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