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A Distributed Method for Collision-Free Movement Planning

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

Active Publication Date: 2017-10-17
ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1
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  • Summary
  • Abstract
  • Description
  • Claims
  • 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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  • A Distributed Method for Collision-Free Movement Planning

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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 method for distributed non-collision mobile planning. The node corresponding to the mobile agent performs mobile planning for the mobile agent. Firstly, the node calculates the expected movement of the mobile agent according to the expected moving destination, expected moving speed and static obstacles. Moving direction; according to the expected moving direction of the mobile agent, search for moving obstacles within the specified range of the expected moving direction; according to the expected moving direction and speed of the mobile agent, calculate the new moving direction of the mobile agent under the constraints of the found moving obstacles Synchronously send the calculated new moving direction and speed of the mobile agent to the nodes corresponding to other mobile agents, and the nodes corresponding to other mobile agents will send corresponding information to the node after receiving the new moving direction and speed of the mobile agent. The mobile agent in the node performs a new mobility plan, and updates the location of the corresponding mobile agent under the node. The invention can effectively improve the user's mobile experience.

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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Patent Type & Authority Patents(China)
IPC IPC(8): A63F13/56A63F13/577
Inventor 张明胡翌吴越
Owner ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD