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Way-finding method and device of virtual object

A technology of virtual objects and sums, applied in the field of games, can solve the problems of unreasonable and unreasonable pathfinding results, time-consuming, and low computing efficiency.

Pending Publication Date: 2019-07-12
NETEASE (HANGZHOU) NETWORK CO LTD
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  • Description
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AI Technical Summary

Problems solved by technology

[0004] However, although the above two methods have a wide range of applications, they are time-consuming and computationally inefficient, and require a complete path planning before the virtual object moves. If the first target point changes during the movement, it is necessary to re- Make a complete path plan
In addition, in some extreme scenarios, the pathfinding results obtained in the above methods are often approximate solutions, which can easily lead to intuitively unreasonable pathfinding results

Method used

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Embodiment Construction

[0092] In order to make the above objects, features and advantages of the present invention more comprehensible, the present invention will be further described in detail below in conjunction with the accompanying drawings and specific embodiments.

[0093] refer to figure 1 , which shows a flow chart of the steps of an embodiment of a pathfinding method for a virtual object according to the present invention, which may specifically include the following steps:

[0094] Step 101, obtaining the current starting point and the first target point of the virtual object;

[0095] As an example, game NPC (Non-Player Character, non-player character) is an essential element. In order to make NPC more vivid, game developers usually endow NPC with AI, and collectively refer to the behavior logic of game NPC as game AI , Excellent game AI can bring players a better game experience.

[0096] In the game, it can be divided into low-level game AI and high-level game AI according to the lev...

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Abstract

The embodiments of the invention provide a way-finding method and device of a virtual object. The way-finding method of the virtual object comprises the steps that whether a barrier exists in a presetstraight-line distance in the moving direction of the virtual object or not is judged by obtaining a current initial point and a first target point of the virtual object and according to the currentinitial point and the first target point of the virtual object, when the carrier exists, a first intermediate transit point according to the carrier is calculated, the virtual object moves to the first intermediate transit point and moves to the first target point from the first intermediate transit point, so that the virtual object reaches local shortest way-finding in the way-finding process bycalculating the intermediate transit point, shortest overall situation line is realized, and the way-finding efficiency is improved.

Description

technical field [0001] The invention relates to the technical field of games, in particular to a pathfinding method for a virtual object and a pathfinding device for a virtual object. Background technique [0002] Automatic path finding is an intelligent function in online games. In the case of no obstacle blocking, from the starting point to the first target point, the line segment between the two points is the shortest. However, in practice, various forms of obstacles are very common. Due to the existence of obstacles, the virtual objects in the game cannot simply move forward in a straight line, and corresponding obstacle avoidance processing is required. [0003] Common pathfinding methods include the Dijkstra algorithm and the A star search algorithm. Among them, the Dijkstra algorithm was proposed by the Dutch computer scientist Dijkstra in 1959, so it is also called Dijkstra. Algorithm, it is an algorithm for calculating the shortest path from one vertex to other ve...

Claims

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Application Information

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IPC IPC(8): A63F13/56
CPCA63F13/56
Inventor 蔡康
Owner NETEASE (HANGZHOU) NETWORK CO LTD
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