Waypoint Thinning for Navigation Mesh Route Search
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Solution Overview
Problem
Conventional video game techniques that use navigation meshes and waypoints to search for moving routes in virtual spaces often result in excessive processing loads as the number of waypoints increases, leading to inefficient route searches.
Innovation Solution
A video game processing system and program that sets a navigation mesh for a movable area, arranges waypoints according to a predetermined rule, thins out selected waypoints based on a specific rule, and searches for moving routes using the thinned waypoints, thereby reducing the processing load.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the number of waypoints is increased to improve route search accuracy, then the precision of route finding is improved, but the processing load increases excessively
Solution Approach 1:
The patent applies segmentation by dividing the navigation mesh into multiple regions and arranging waypoints in a hierarchical structure. Instead of uniformly distributing waypoints across the entire search region, the system segments the space and creates multiple layers of waypoints with different densities, reducing the total number of waypoints while maintaining route search accuracy.
Solution Approach 2:
The patent implements local quality by varying the density of waypoints based on local requirements. Route candidate locations are arranged with higher density in certain areas and lower density in others, depending on the specific search region and movement requirements. This allows the system to maintain accuracy where needed while reducing processing load in less critical areas.
2Reliability
If the number of waypoints is increased to ensure complete coverage of movable areas, then the completeness of route options is improved, but the time required for route search increases
Solution Approach 1:
The patent applies preliminary action by pre-generating and storing multiple layers of waypoints with different densities and characteristics before actual route searches are performed. This allows the system to quickly select and use appropriate waypoint layers based on current search requirements, avoiding the need to process all possible waypoints during runtime and thus reducing route search time while maintaining completeness.
3Measurement precision
If route candidate locations are densely arranged throughout the search region, then the accuracy of movement path calculation is improved, but the processing load for arranging and searching routes becomes excessive
Solution Approach 1:
The patent applies partial action by arranging waypoints with different densities in different regions rather than uniformly throughout the entire search region. Route candidate locations are densely arranged only where necessary for accurate movement path calculation, while other areas use sparser arrangements. This reduces the total number of waypoints processed while maintaining accuracy where it matters most.
Data Source
AI summary
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions regarding a search of a moving route in a virtual space is provided. The functions include a setting function, an arranging function, a thinning function, and a searching function. The setting function is configured to set a navigation mesh corresponding to a movable area of an object in a virtual space. The arranging function is configured to arrange a plurality of waypoints on the set navigation mesh in accordance with a predetermined arrangement rule. The thinning function is configured to thin out some waypoints, which are selected in accordance with a predetermined selection rule, from the plurality of waypoints thus arranged. The searching function is configured to search a moving route of the object on a basis of arrangement of the plurality of thinned waypoints.


