A Framework for Robust, Fast, Efficient and Configurable Navigation of Video Game Characters

We will create new software technology for generating intelligent-looking movement behavior

of virtual characters in video games. When characters move around in game worlds, they

typically plan their path around fixed obstacles and use some simple rules to avoid dynamic

obstacles, such as other characters. Recently a family of methods based on the concept of

Velocity Obstacles (VO) has been developed at the University of North Carolina. These

algorithms have been shown to produce collision-free navigation in theory and in practice.

We aim to extend these methods in two ways: (1) find approximate methods with very fast

and efficient implementations for real time games; and (ii) make the character behavior

“tweakable”, i.e. provide good behavior over a range of parameter settings so that different

virtual characters have perceptively different behavior while still navigating sensibly.

Faculty Supervisor:

Richard Vaughan

Student:

Partner:

Koolhaus Games

Discipline:

Computer science

Sector:

Professional, scientific and technical services

University:

Simon Fraser University

Program:

Accelerate

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