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Title:      AM I THE FASTEST CHARACTER TO POINT (X, Y)? GETTING A QUICK AND PRECISE ANSWER
Author(s):      Vadim Kyrylov
ISBN:      978-972-8939-50-2
Editors:      Katherine Blashki
Year:      2011
Edition:      Single
Keywords:      Video game, RoboCup, pursuit-and-evasion, direct pursuit, optimization, tri-linear interpolation
Type:      Full Paper
First Page:      75
Last Page:      82
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      In order to bring more realism in computer games, physics based movement of the game characters is the desirable option. Thus we propose an improved algorithm for moving a human-like character as the laws of mechanics permit. In order to reduce the computational complexity, we use somewhat simplified physics still keeping the main peculiarities intact. By optimizing the character dash force, we minimize time to reach the destination point. This allows reaching the point significantly faster than by using the widely used direct pursuit. The new method is equally applicable to for guiding the character on the trajectory and assessing the situation with the purpose of optimized decision making. Compared to the direct pursuit, the new method demonstrates noticeably higher performance in the area close to the character. Thus it could be especially useful for the calculations in the pursuit-and-evasion video games.
   

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