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Distributed collision-free movement planning method

A non-collision, distributed technology, applied in the field of game applications, can solve problems such as large amount of computation, affecting computing efficiency, high frequency, etc., to achieve the effect of improving efficiency, improving game experience, and balancing resource allocation

Active Publication Date: 2015-05-13
ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1
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  • Abstract
  • Description
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  • Application Information

AI Technical Summary

Problems solved by technology

However, because planning needs to be executed regularly, the frequency is very high, and the amount of centralized calculation is too large, which seriously affects the efficiency of calculation, and the cost is high.

Method used

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  • Distributed collision-free movement planning method

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Embodiment Construction

[0023] refer to figure 1 As shown, a method of distributed collision-free mobile planning of the present invention includes that when performing mobile planning for each mobile agent, the node corresponding to the mobile agent performs mobile planning for the mobile agent, specifically including:

[0024] The node calculates the expected moving direction of the mobile agent based on the expected moving destination, expected moving speed and static obstacles, where the expected moving destination is obtained from the user's input, the expected moving speed is the basic attribute of the mobile agent, and the static obstacle is the terrain properties;

[0025] Searching for moving obstacles within the prescribed range of the expected moving direction according to the expected moving direction of the mobile agent, where the moving obstacles include static terrain obstacles and dynamic obstacles caused to the current mobile agent by the existence of other mobile agents;

[0026] A...

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Abstract

The invention discloses a distributed collision-free movement planning method. According to the distributed collision-free movement planning method, a node corresponding to a movement agent is used for carrying out movement planning on the movement agent, and an expected movement direction of the movement agent is worked out at first according to an expected movement destination, an expected movement speed and static barriers; mobile barriers are searched for in a prescribed range of the expected movement direction according to the expected movement direction of the movement agent; according to the expected movement direction and the expected movement speed of the movement agent, a novel movement direction and a novel movement speed of the movement agent are calculated under constraints of the found mobile barriers; the worked out novel movement direction and the novel movement speed of the movement agent are sent to nodes corresponding to other movement agents, after the nodes corresponding to the other movement agents receive the novel movement direction and the novel movement speed of the movement agent, novel movement planning is carried out on the movement agent corresponding to the node, and the position of the corresponding movement agent of the node is updated. The distributed collision-free movement planning method can effectively improve movement experience of users.

Description

technical field [0001] The invention relates to game applications, in particular to a method for distributed non-collision movement planning. Background technique [0002] As one of the most frequent actions in the game, movement is naturally the core experience in the game. In the game, each scene object that needs to plan its moving path is regarded as a mobile agent. Among them, mobile planning mainly plans the moving direction and moving speed of the mobile agent. Through regular planning, the moving direction and speed of the mobile agent are changed. The intelligent response of each mobile agent to environmental obstacles can be simulated. Among them, there are two types of environmental obstacles in the game. One is static obstacles brought about by terrain changes, which remain unchanged for a long time throughout the game; the other is obstacles caused by the space occupied by scene objects. Scene objects are generally Moving, therefore, such obstacles are also co...

Claims

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Application Information

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IPC IPC(8): A63F13/56A63F13/577
Inventor 张明胡翌吴越
Owner ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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