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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.
Richard Vaughan
Koolhaus Games
Computer science
Professional, scientific and technical services
Simon Fraser University
Accelerate
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