Dynamic Navigation Map Update for Virtual Space
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Solution Overview
Problem
Existing virtual space navigation systems face computational costs and inefficiencies in dynamically updating navigation maps due to the need for constant collision detection, especially in complex environments with many objects and characters, making it costly to recreate maps from scratch after every movement.
Innovation Solution
A system that includes servers and client computing platforms configured to interactively create and update navigation maps by determining sets of traversable and non-traversable regions, updating navigation maps in real-time as objects are relocated, and querying these maps to enable intelligent character navigation without the need for constant collision detection.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If constant collision detection is used to guide characters through virtual space, then navigation accuracy is improved, but computational cost increases significantly
Solution Approach 1:
The system performs preliminary action by pre-computing navigation maps (such as A* graphs or distance transforms) that encode traversal costs and paths before characters need to navigate. These pre-computed maps allow characters to find optimal paths without performing expensive real-time collision detection, thus maintaining navigation accuracy while reducing computational cost during gameplay.
Solution Approach 2:
The system applies dynamics by making navigation maps adaptive and updateable. When objects are added, removed, or moved in the virtual space, the navigation maps are dynamically updated to reflect changes in traversability. This allows the system to maintain accurate navigation information without reconstructing entire maps from scratch, balancing computational efficiency with real-time accuracy.
2Measurement precision
If navigation maps are recreated from scratch after every object movement, then navigation accuracy is maintained, but processing time increases
Solution Approach 1:
The system uses preliminary action by maintaining pre-computed navigation structures (like A* graphs or distance transforms) that can be efficiently updated. Instead of recreating maps from scratch, the system performs incremental updates based on object movements, preserving navigation accuracy while minimizing processing time through smart caching and selective regeneration of only affected map regions.
Solution Approach 2:
The system implements dynamics by making navigation maps adaptive to changing environments. When objects move, the system dynamically updates only the portions of navigation maps that are affected by these changes, rather than regenerating entire maps. This dynamic update approach maintains map accuracy while significantly reducing the time required for updates compared to full recreations.
3Measurement precision
If detailed navigation maps are maintained for complex virtual spaces, then navigation precision is improved, but storage requirements increase
Solution Approach 1:
The system applies segmentation by dividing complex virtual spaces into smaller, manageable regions or sectors. Each region has its own navigation map, which is less detailed and smaller in size than a complete map of the entire virtual space. Characters navigate by moving between regions using higher-level pathfinding, maintaining overall navigation precision while significantly reducing total storage requirements through hierarchical decomposition.
Solution Approach 2:
The system uses local quality by varying the detail and resolution of navigation maps based on local needs. Areas with complex geometry or frequent object interactions store more detailed navigation information, while open or static areas use coarser representations. This selective detail approach maintains navigation precision where needed while reducing storage requirements in less critical areas.
Data Source
AI summary
Objects in a virtual space may be non-traversable such that traversal by characters of the virtual space through such objects is not permitted by the physics of the virtual space. Objects may be relocated during interactive gameplay. A navigation map of the virtual space is updated interactively, e.g. after an object has been relocated, by determining which regions are traversable or non-traversable, the boundaries of these regions, and which boundaries separate adjacent traversable regions. The updated navigation map may be queried on behalf of a non-player character in the virtual space, e.g. to determine where to go and/or how to get there.


