Predictive Avatar Locomotion Assist for 3D Navigation

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Solution Overview

Problem

Players face difficulties in navigating 3-D environments with game controllers, often colliding with obstacles due to movement inaccuracies, especially with third-person cameras, which disrupts the feeling of control and immersion.

Innovation Solution

A predictive avoidance algorithm, or 'locomotion assist,' is implemented to subtly guide player avatars away from obstacles and towards cover positions, maintaining player control while enhancing navigation by dynamically applying partial system control based on environment and game context.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a collide and slide algorithm is used to prevent player avatars from being stuck on collisions, then player avatars can avoid being hung up on obstacles, but player avatar motion is interrupted and slowed

Engineering Contradiction:
Improveavatar navigation reliabilityVSAvoidplayer control smoothness
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The system performs preliminary collision detection by predicting future avatar positions based on current movement input and camera state. Before the avatar actually reaches a collision point, the system proactively adjusts the movement direction to avoid the obstacle, preventing the collision from occurring in the first place rather than reacting to it after contact is made.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system applies partial control adjustments only when and where needed to prevent collisions, rather than continuously interrupting movement. The collision avoidance is applied selectively based on predicted trajectory and camera offset, allowing smooth movement in safe directions while providing corrective steering only when obstacles are anticipated, thus maintaining player control smoothness while preventing stuck scenarios.

Inventive Principle:
Principle #16Partial or excessive action

2Loss of information

If third person camera with offset is used to provide player view, then player can see the environment, but player avatar collides more often with obstacles

Engineering Contradiction:
Improveenvironment visibilityVSAvoidavatar positioning accuracy
Core Design Contradiction:
Loss of informationVSManufacturing precision

Solution Approach 1:

The system continuously monitors the relationship between camera position, avatar position, and obstacle locations. Based on this feedback loop, the system calculates whether the camera offset is creating a misalignment between player perception and avatar actual position, and adjusts movement accordingly to compensate for this visual-displacement gap.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system dynamically adjusts movement parameters such as avatar velocity and direction based on camera state. When camera offset is detected, the system modifies the avatar's movement trajectory parameters to account for the visual discrepancy, effectively changing how the avatar responds to player input based on the current camera configuration.

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If predictive avoidance algorithm is applied to guide player avatars, then navigation smoothness is improved, but system control complexity increases

Engineering Contradiction:
Improvenavigation smoothnessVSAvoidcontrol system complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system pre-calculates potential collision points based on current avatar velocity, camera offset, and known obstacle positions. By performing this prediction in advance rather than reacting to actual collisions, the system smooths navigation proactively while keeping the computational complexity manageable through forward-looking rather than reactive processing.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentEP3086868B1Player avatar movement assistance in a virtual environment
Publication Date: 2019.02.27 MICROSOFT TECHNOLOGY LICENSING LLC
  • EP3086868B1 patent drawingFigure 1
  • EP3086868B1 patent drawingFigure 2
  • EP3086868B1 patent drawingFigure 3(A)~3(B)

AI summary

Systems and methods are provided to implement a predictive avoidance algorithm, or "locomotion assist", to help players maneuver player avatars to avoid collisions, as well as to occupy cover positions. A level of partial system control is exerted to subtly guide player avatars so as to navigate virtual environments, such as towards points of interest or away from obstacles. In this way, a user can navigate a 3-D environment more easily. Ways to decipher a user intent are disclosed, and the same may be employed in the application or removal of partial system control.