Crowds In A Polygon Soup Next-Gen Path Planning David Miles 3/23/2006 Copyright 2006 BabelFlux LLC.

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Presentation transcript:

Crowds In A Polygon Soup Next-Gen Path Planning David Miles 3/23/2006 Copyright 2006 BabelFlux LLC

“Large-Scale Fluid AI Navigation in Complex, Changing Worlds” 1.Build a “usable free space” nav graph 2.Update graph for dynamic obstacles 3.Use graph for fluid navigation

1. Building the Nav-Graph Automated Build Process 1.Large, Complex Worlds 2.Polygon Soup Mesh 3.Multiple Unit Sizes

2. Dynamic Obstacle Updates 1.Obstacles reconfigure the world 2.Dynamic areas replace static areas 3.Underlying algorithms work exactly as before

1.Fast ray casts 2.Edge detection 3.Potential Fields 4.Path Following 3. Fluid AI Navigation

Automated Build Process

1. Voxelize Polygon Soup

2. Extract Edge

3. Simplify Polygon

4. Partition Into Convex Areas

Convex Partitioning

Recursively Partition

Convex Area Graph Complete

Pathfinding

Holes in the Free-Space

Splice Location

Add Splice Segments

Single Polygon Surface

Convex Area Graph Complete

Overhead Obstacles

Walkable Surface Removal

3d overlap

3d Partitioning

After initial split, overlap no longer exists

Different Creature Shapes

Non-Uniform Voxelization

Part2: Dynamic Obstacles Dynamic obstacles reconfigure world Underlying algorithms unchanged

Boolean Subtract - =

Partition Non-Convex Areas

Multiple Obstacles

Memory Layout

Part3: Fluid AI Navigation What can I do with my convex area graph? –Very fast navigational ray-casts –Distance to edge queries –Repulsion fields on edges –Smart path following

Ray Casts

Smart Path Following Desired flocking behavior Common approach attracts each flock member to the minimum distance path. Does not adapt to available freespace. Repulsion from edges can easily trap individuals in local minima.

For The Pathing Connoisseur Unneeded return to the original path annoys the pathing connoisseur Ahhh, much better

Next Corner Each member of the flock steers left or right to head towards the “next corner”.

Finding the Next Corner

“Portals” Between Areas

Initializing the Loop

First Iteration, Left Side

First Iteration, Right Side

First Iteration Complete

Second Iteration, Left Side

Second Iteration, Right Side

Second Iteration Complete

Third Iteration, Left Side

Final Output

“Next Corner” Summary Easy to compute from convex graph < 2 cross-products per iteration Can limit iterations Never explicitly create min-dist path Fluid path following even with large disturbances

Conclusions Automated build of convex area graph –efficiently represents the usable free space –operates on polygon soup mesh –settable enemy size and shape Dynamic obstacles update graph –no speed overhead once updated Fluid AI navigation using the graph –Many useful queries performed rapidly

Special Thanks Meilin Wong Hong Park and David Modiano Crystal Dynamics