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Article

Navigating Non-Playable Characters Based on User Trajectories with Accumulation Map and Path Similarity

1
School of Software Application, Kangnam University, Yongin 17021, Gyeonggi-do, Korea
2
School of Software, Hallym University, Chuncheon 24252, Korea
*
Author to whom correspondence should be addressed.
Symmetry 2020, 12(10), 1592; https://doi.org/10.3390/sym12101592
Submission received: 4 September 2020 / Revised: 18 September 2020 / Accepted: 21 September 2020 / Published: 25 September 2020
(This article belongs to the Special Issue Advances on Engineering Graphics: Improvements and New Proposals)

Abstract

In this paper, we propose a method to efficiently control the path of non-playable characters (NPC) in an interactive virtual environment such as a game or virtual reality (VR) by calculating a weight map and path similarity based on the user’s path. Our method automatically constructs a navigation mesh that provides a new route to the NPC by referring to the user’s trajectory. Our method finds more paths that users usually go through as time passes, and the number of users increases. Accordingly, the paths that NPCs can traverse automatically are updated adaptively to the virtual environment. In addition, NPC agents can move smartly by assigning high weights to the user’s preferred paths. We tested the usefulness of the proposed method through several example scenarios in an interactive environment such as a video game or VR, and this method can be easily applied to various types of navigation based on the interactive environment.
Keywords: computer graphics; character movement; character animation; path finding; user’s trajectory computer graphics; character movement; character animation; path finding; user’s trajectory

Share and Cite

MDPI and ACS Style

Kim, J.-H.; Lee, J.; Kim, S.-J. Navigating Non-Playable Characters Based on User Trajectories with Accumulation Map and Path Similarity. Symmetry 2020, 12, 1592. https://doi.org/10.3390/sym12101592

AMA Style

Kim J-H, Lee J, Kim S-J. Navigating Non-Playable Characters Based on User Trajectories with Accumulation Map and Path Similarity. Symmetry. 2020; 12(10):1592. https://doi.org/10.3390/sym12101592

Chicago/Turabian Style

Kim, Jong-Hyun, Jung Lee, and Sun-Jeong Kim. 2020. "Navigating Non-Playable Characters Based on User Trajectories with Accumulation Map and Path Similarity" Symmetry 12, no. 10: 1592. https://doi.org/10.3390/sym12101592

APA Style

Kim, J.-H., Lee, J., & Kim, S.-J. (2020). Navigating Non-Playable Characters Based on User Trajectories with Accumulation Map and Path Similarity. Symmetry, 12(10), 1592. https://doi.org/10.3390/sym12101592

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