Online Game Character Movement Pathfinding via Dynamic Blocking Grids
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Solution Overview
Problem
Existing online game systems lack the realism of character movement, as game characters can travel through each other when following the shortest path on a game map, failing to account for dynamic blocking grids where other characters are present.
Innovation Solution
A method and system that involve a first client receiving movement instructions, acquiring a game map with marked dynamic blocking grids, establishing an optimal path that avoids these grids, and sending movement information to the server for dissemination to all clients, ensuring that characters bypass each other during movement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If a shortest path is directly established from start grid to destination grid on the game map, then the movement distance is minimized, but the path may travel through other game characters on dynamic blocking grids, lacking sense of reality
Solution Approach 1:
The patent applies dynamics by making the blocking grids dynamic rather than static. The server dynamically updates blocking grid information based on real-time character positions, and clients dynamically adjust movement paths according to current blocking grid states. This allows the system to adapt to changing game conditions while maintaining realistic character interaction.
Solution Approach 2:
The patent introduces blocking grids as intermediary elements between characters. These grids act as virtual obstacles that prevent direct travel through other characters, serving as a mediator that enforces realistic movement rules while still allowing efficient pathfinding around blocked areas.
2Device complexity
If multiple game characters can exist on the same grid without restriction, then the game system is simpler to implement, but characters can travel through each other, lacking sense of reality
Solution Approach 1:
The patent segments the game map into multiple blocking grids that can be independently marked or unmarked. Each blocking grid can independently represent the presence of a character, allowing the system to track multiple characters without requiring complex inter-character collision detection algorithms.
Solution Approach 2:
Blocking grids serve as intermediary structures that simplify character interaction. Instead of directly managing character-to-character collision, the system uses blocking grids as intermediaries to represent occupied spaces, making the system easier to implement while maintaining realistic movement behavior.
3Reliability
If the server manages all character movement and path calculation, then movement consistency is ensured, but the system requires more data exchange and increases network load
Solution Approach 1:
The patent merges path calculation responsibilities between the server and client. The server provides blocking grid information and validates final paths, while clients perform preliminary pathfinding using A* or BFS algorithms. This distribution reduces network data exchange while maintaining movement consistency through server validation.
Solution Approach 2:
The patent implements preliminary action by having clients calculate paths in advance using blocking grid information received from the server, before actual character movement begins. This preliminary path calculation reduces the need for continuous server communication during movement, lowering network load while ensuring consistent movement behavior.
Data Source
AI summary
The present disclosure provides a method and a system of moving a character in an online game. The method includes: receiving, by a first client, a movement instruction for a specified character, where the movement instruction includes a destination grid, acquiring a game map including a marked dynamic blocking grid, where the marked dynamic blocking grid is a dynamic blocking grid on which a game character exists, establishing an optimal path from a current start grid on which the specified character is located to the destination grid specified in the movement instruction without traveling through the marked dynamic blocking grid, generating movement information including the specified character and the optimal path, and sending the movement information to a server; and receiving, by the server, the movement information sent by the first client, and sending the movement information to all clients except the first client by group messaging.


