Coarse Graph Navigation for Game NPC Pathfinding
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Conventional video game systems face limitations in providing realistic navigation for non-player characters (NPCs) due to inadequate processing power, memory constraints, and reliance on local traffic avoidance, leading to inefficient NPC movement and limited NPC presence in virtual worlds.
Innovation Solution
A node network system that generates a coarse graph representation of the virtual world, allowing for efficient pathfinding and navigation by grouping similar nodes and junctions, reducing computational load and enabling more NPCs to be simulated without increasing hardware resources.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If conventional systems use detailed node-based navigation with local traffic avoidance, then NPC navigation can avoid collisions, but computational resources are exhausted and NPCs exhibit wandering behavior
Solution Approach 1:
The patent segments the navigation system into two distinct levels: a high-level graph-based path planning system for route selection and a low-level node-based local avoidance system for collision prevention. This segmentation allows each level to operate independently with appropriate computational resources, preventing exhaustion while maintaining collision avoidance capability.
Solution Approach 2:
The patent implements preliminary path planning at the graph level before executing detailed node-based navigation. By pre-calculating routes and identifying potential conflicts in advance, the system reduces the computational burden during real-time execution and prevents wandering behavior by establishing clear navigation intentions beforehand.
2Adaptability or versatility
If conventional systems increase NPC population for realistic experience, then immersion improves, but processing power and memory become insufficient
Solution Approach 1:
The patent merges similar nodes and junctions into unified graph representations, reducing the total number of unique navigation elements that require processing. This consolidation allows the system to manage larger NPC populations more efficiently by sharing computational resources across similar navigation contexts.
Solution Approach 2:
The patent implements dynamic navigation where NPCs can adapt their paths in real-time based on traffic conditions and environmental changes. This dynamic approach allows the system to optimize computational resources by only processing navigation changes when necessary, rather than continuously updating all NPCs regardless of population size.
3Ease of operation
If conventional systems use simple linear node connections for straight roads, then pathfinding is simple, but NPCs cannot anticipate road exits or adjust to traffic conditions
Solution Approach 1:
The patent transitions from simple linear node connections to a multi-dimensional graph structure that includes junctions, intersections, and multiple path options. This dimensional expansion allows NPCs to anticipate road exits and respond to traffic conditions by evaluating multiple possible routes simultaneously, while maintaining ease of operation through automated path selection algorithms.
Data Source
AI summary
A system and method for managing and pathfinding using a coarse graph of low-level nodes representing the virtual world of a gaming environment.


