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Method for map training

An algorithm, a technology of pathfinding algorithm, applied in special data processing applications, instruments, electrical digital data processing, etc., can solve the problems of reducing pathfinding efficiency, high time cost, role crowding, etc., to reduce memory space storage, speed up search. The effect of the speed of the road

Inactive Publication Date: 2013-04-03
DALIAN CHUANGDA TECH TRADE MARKET
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Due to the large game scene, based on the complete A* algorithm, its search time is a non-negligible overhead
Especially in online games with high real-time requirements, if it is used to click on a far position, using a pure A* algorithm will cause a large delay, which is unacceptable to users
In addition, using the A* algorithm for waypoint pathfinding, one is that generating the necessary waypoints takes a lot of time for the artist, and the time cost is very high; the other is that due to the use of waypoint pathfinding, it is easy to cause many characters to be crowded into a single On waypoints, if there are a large number of waypoints, the efficiency of pathfinding will be reduced. The limit number of waypoints is equal to the number of grids in grid pathfinding

Method used

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Examples

Experimental program
Comparison scheme
Effect test

Embodiment Construction

[0016] An efficient and reasonable pathfinding algorithm, its steps are as follows:

[0017] 1) Use the offline method to generate a pure A* algorithm grid accessible to offline characters; this grid is generated offline based on the character's collision box, the height limit of reachable points, etc.;

[0018] 2) The artist merges the generated reachable grid into the required navigation grid;

[0019] 3) According to the connectivity of the generated navigation grid, store it as a pathfinding grid file;

[0020] 4) In the game, first load the pathfinding grid file;

[0021] 5) When the user is looking for a path, first use the grid-based A* algorithm; according to the user's destination and location, first determine the grid and destination grid;

[0022] 6) If they are in the same navigation grid, they are directly reachable;

[0023] 7) If it is in a different grid, perform the A* algorithm on the basis of the grid to obtain the obtained pathfinding grid informa...

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PUM

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Abstract

The invention discloses a method for map training, belonging to the technical field of computer graphics. The method particularly comprises the following steps that: on the basis of a map road searching system of a navigation grid, by the adoption of an off-line method, a pure A* algorithm grid with an off-line role capable of reaching is generated; and according to collided boxes of the role, the height limit of a reachable point and the like, the grid is generated off line, according to the off-line generated navigation grid information, the limit on the reachable position of the role in a game is maximally satisfied, meanwhile a road is searched by the navigation grid, the speed of road searching is accelerated, and the memory space storage of the grid is reduced.

Description

technical field [0001] The invention relates to the technical field of computer graphics, more specifically, a map pathfinding system based on a navigation grid. Background technique [0002] With the continuous development of online games, it is often necessary to realize that the main character moves in the virtual world. In the field of game pathfinding, the A* algorithm is a commonly used pathfinding algorithm. The A* algorithm is a heuristic search, which uses an evaluation function to evaluate the value of each decision and decides which one to adopt first. [0003] At present, the main pathfinding methods mainly include: A* algorithm and A* algorithm based on waypoints. [0004] However, now both of the above methods have their disadvantages. Due to the large game scene, based on the complete A* algorithm, its search time is a non-negligible overhead. Especially in online games with high real-time requirements, if it is used to click on a far position, using a...

Claims

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Application Information

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IPC IPC(8): G06F19/00
Inventor 不公告发明人
Owner DALIAN CHUANGDA TECH TRADE MARKET
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