Pathfinding methods, devices, media, and computer equipment for AI characters

By dividing the game map into covered and uncovered areas and obtaining the set of cover line segments, and combining this with existing pathfinding algorithms to correct path consumption, the problem of AI character exposure was solved, thus improving the game experience and performance.

CN116688511BActive Publication Date: 2026-05-26TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2022-02-28
Publication Date
2026-05-26

AI Technical Summary

Technical Problem

Existing game AI pathfinding algorithms fail to effectively utilize cover information in the game scene, causing AI character paths to be exposed to player attacks and affecting the game experience.

Method used

By dividing the game map into covered and uncovered areas, the set of cover line segments for each uncovered area is obtained, and the optimal path is determined based on the player character's position. The path consumption is then corrected by combining existing pathfinding algorithms.

Benefits of technology

This improves the stealth of AI characters in the game, reduces the risk of being attacked by players, thereby enhancing the gaming experience, while also reducing design complexity and performance consumption.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application provides a pathfinding method, apparatus, medium, and computer device for AI characters. The pathfinding method includes: obtaining a starting position and an ending position of a pathfinding task, and loading a game map corresponding to the pathfinding task, wherein the game map is divided into a predetermined number of regions, including covered regions and uncovered regions; obtaining a set of cover segments corresponding to each uncovered region, wherein each cover segment is a boundary among the boundaries of the predetermined number of regions that satisfies a predetermined occlusion condition; and determining the optimal path for the AI ​​character to move from the starting position to the ending position on the game map based on the player character's position and the set of cover segments corresponding to the uncovered region where the player character's position is located.
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