Hierarchical Navigation Points for Pathfinding Storage

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Solution Overview

Problem

Existing pathfinding methods, such as Dijkstra and A* algorithms, result in significant performance overhead and storage requirements for large game maps, affecting server performance and scalability, and requiring excessive time for path calculation and storage.

Innovation Solution

A method that determines a distance range between a starting and target point on a grid map and selects a pathfinding strategy accordingly, using A* for short distances and jump navigation points for longer distances, reducing storage size and generation time by dividing the map into blocks with predetermined jump navigation points.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If path information between all navigation points is calculated and stored in advance, then real-time pathfinding speed is improved, but storage space requirement increases significantly

Engineering Contradiction:
Improvereal-time pathfinding speedVSAvoidstorage space for path information
Core Design Contradiction:
SpeedVSVolume of stationary object

Solution Approach 1:

The patent divides the map into multiple blocks and introduces hierarchical navigation points (first-level, second-level, and third-level jump navigation points). Instead of calculating paths between all navigation points, it only calculates paths between jump navigation points and their surrounding navigation points. This segmentation reduces the path information base file size from 1.8GB to less than 100MB while maintaining real-time pathfinding capability.

Inventive Principle:
Principle #1Segmentation

2Ease of operation

If path information between all navigation points is calculated in advance, then real-time pathfinding is simplified, but path generation time becomes excessively long

Engineering Contradiction:
Improvereal-time pathfinding simplicityVSAvoidpath generation time
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The patent segments the path calculation process by introducing hierarchical navigation levels. Only essential paths between jump navigation points are pre-calculated, while other paths are generated on-demand using the A* algorithm. This reduces path generation time from 1.6 hours to just a few minutes while keeping real-time pathfinding simple through the use of pre-calculated jump points.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent performs preliminary calculation of critical path segments (between jump navigation points and their surrounding areas) in advance. This preliminary action prepares the most frequently used path information, allowing rapid real-time pathfinding without requiring complete pre-calculation of all possible paths.

Inventive Principle:
Principle #10Preliminary action

3Reliability

If Dijkstra algorithm is used for real-time pathfinding on large maps, then complete path information is obtained, but server performance overhead becomes too large

Engineering Contradiction:
Improvepathfinding completenessVSAvoidserver performance overhead
Core Design Contradiction:
ReliabilityVSPower

Solution Approach 1:

The patent replaces the computationally intensive Dijkstra algorithm with a segmented approach using hierarchical navigation points. The A* algorithm is used to find paths from starting point to nearest jump navigation point, then pre-calculated paths are used for long-distance segments, and finally A* is used again for the final segment. This segmentation dramatically reduces server performance overhead while maintaining pathfinding completeness.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces jump navigation points as intermediary nodes between the starting point and target point. These intermediaries break down the complex long-distance pathfinding problem into smaller, more manageable segments, reducing the computational burden on the server while ensuring complete and accurate path information is obtained.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Speed

If A* algorithm is used for long-distance pathfinding with pre-calculated navigation points, then real-time performance is improved, but the method cannot handle long mountains and rivers that cannot be crossed

Engineering Contradiction:
Improvereal-time pathfinding performanceVSAvoidability to handle uncrossable obstacles
Core Design Contradiction:
SpeedVSAdaptability or versatility

Solution Approach 1:

The patent adds a hierarchical dimension to the navigation system by introducing multiple levels of jump navigation points. This dimensional extension allows the system to handle long-distance pathfinding across uncrossable obstacles like mountains and rivers by jumping between hierarchical levels, while maintaining real-time performance through pre-calculated paths between these hierarchical points.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS11904242B2Pathfinding method, apparatus, and device, and recording medium
Publication Date: 2024.02.20 LILITH TECH (SHANGHAI) CO LTD
  • US11904242B2 patent drawing
  • US11904242B2 patent drawing
  • US11904242B2 patent drawing

AI summary

The present invention provides a pathfinding method, and the method includes: determining a starting point and a target point of a target object; determining a distance range between the starting point and the target point on a grid map; selecting a pathfinding strategy corresponding to the distance range according to the distance range, wherein different pathfinding strategies are adopted for different distance ranges. The present invention further relates to a pathfinding apparatus and device, and a recording medium.