Roland Geraerts and Erik Schager CASA 2010 Stealth-Based Path Planning using Corridor Maps.

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Roland Geraerts and Erik Schager CASA 2010 Stealth-Based Path Planning using Corridor Maps

Requirements Fast and flexible 2D path planner Real-time planning for thousands of characters Dealing with local hazards Global path Natural paths Smooth Short Keeps some distance to obstacles Avoids other characters Minimize exposure to hostile observers Titan Quest: Immortal throne

Representing the Free Space Traditional approach Run a shortest-path algorithm on a grid Advantages – Simple Disadvantages – May not run through narrow passages – Slow in large or maze-like environments – Ugly paths: little clearance, sharp turns Other approaches Sampling-based motion planning methods, visibility graphs, … – Fixed path is inflexible

Representing the Free Space Explicit Corridor Map Medial axis Annotated with closest points on obstacles CM-Plus graph Extra edges provide short and additional paths [Geraerts 2010]

Creating a Visibility Map Visibility map Assigns a visibility value to each free cell Visibility value Denotes the number of observers that see the cell Describes how well they see the cell – The lighter the cell, the more visible it is

Creating a Visibility Map Computing the visibility for one observer Construct visibility polygon by updating visibility cone

A More Realistic Vision Model Incorporate limitations A.Limit field of view B.Limit the vision range C.Limit the vision intensity Implementation uses GPU for efficiency purposes A B C

Finding a Stealthy Path Costs of stealthy path Combination of path length and its visibility + = Edge costs: distanceEdge costs: visibilityStealthy path

Finding a Stealthy Path Algorithm Connect start and goal to the Explicit Corridor Map Find the shortest path in the graph (using A*) Retract this path to the medial axis Retrieve corresponding corridor – Provides global route and flexibility to deal with local hazards Compute stealthy path using the Indicative Route Method – Uses shortest path and corridor

Finding a Stealthy Path Indicative Route Method [ Karamouzas, Geraerts, Overmars; 2009 ] Compute an Indicative Route – Shortest path Define the attraction force – Point moves along Indicative Route – Pulls the character toward the goal Define the boundary force – Keeps the character inside the corridor Define other forces – Leads to other behaviors, e.g. character avoidance Time-integrate the forces – Yields a smooth (C1-continous) path

Experiments Setup GPU: NVIDIA GeForce 7600 GT graphics card CPU: Intel Core2 Duo E GHz, 1 CPU used Environment: 200x200m, 23 polygons, 1000x1000 pixels Results: CM-Plus graph Running time: 13msRunning time: 15msEnvironment + footprint

Experiments Setup GPU: NVIDIA GeForce 7600 GT graphics card CPU: Intel Core2 Duo E GHz, 1 CPU used Environment: 200x200m, 23 polygons, 1000x1000 pixels Results: visibility Average running time of 100 random queries running time (ms) resolution

Experiments Setup GPU: NVIDIA GeForce 7600 GT graphics card CPU: Intel Core2 Duo E GHz, 1 CPU used Environment: 200x200m, 23 polygons, 1000x1000 pixels Results: stealthy paths Average running time of 1000 random paths, 3 observers CPU-load (%) resolution

Conclusions and Future Work The Corridor Map data structure facilitates Computing visibility polygons Minimum-exposure paths Path quality Similarly stealthy as traditional approach, but Short, smooth, guaranteed amount of clearance, … Implementation The algorithms are simple and fast Future work Handle many observers efficiently Handle dynamic observers efficiently

Questions Contact Roland Geraerts Home page: Conference: dynamic observers: CPU-load=8%