624 research outputs found

    A GROWTH-BASED APPROACH TO THE AUTOMATIC GENERATION OF NAVIGATION MESHES

    Get PDF
    Providing an understanding of space in game and simulation environments is one of the major challenges associated with moving artificially intelligent characters through these environments. The usage of some form of navigation mesh has become the standard method to provide a representation of the walkable space in game environments to characters moving around in that environment. There is currently no standardized best method of producing a navigation mesh. In fact, producing an optimal navigation mesh has been shown to be an NP-Hard problem. Current approaches are a patchwork of divergent methods all of which have issues either in the time to create the navigation meshes (e.g., the best looking navigation meshes have traditionally been produced by hand which is time consuming), generate substandard quality navigation meshes (e.g., many of the automatic mesh production algorithms result in highly triangulated meshes that pose problems for character navigation), or yield meshes that contain gaps of areas that should be included in the mesh and are not (e.g., existing growth-based methods are unable to adapt to non-axis-aligned geometry and as such tend to provide a poor representation of the walkable space in complex environments). We introduce the Planar Adaptive Space Filling Volumes (PASFV) algorithm, Volumetric Adaptive Space Filling Volumes (VASFV) algorithm, and the Iterative Wavefront Edge Expansion Cell Decomposition (Wavefront) algorithm. These algorithms provide growth-based spatial decompositions for navigation mesh generation in either 2D (PASFV) or 3D (VASFV). These algorithms generate quick (on demand) decompositions (Wavefront), use quad/cube base spatial structures to provide more regular regions in the navigation mesh instead of triangles, and offer full coverage decompositions to avoid gaps in the navigation mesh by adapting to non-axis-aligned geometry. We have shown experimentally that the decompositions offered by PASFV and VASFV are superior both in character navigation ability, number of regions, and coverage in comparison to the existing and commonly used techniques of Space Filling Volumes, Hertel-Melhorn decomposition, Delaunay Triangulation, and Automatic Path Node Generation. Finally, we show that our Wavefront algorithm retains the superior performance of the PASFV and VASFV algorithms while providing faster decompositions that contain fewer degenerate and near degenerate regions. Unlike traditional navigation mesh generation techniques, the PASFV and VASFV algorithms have a real time extension (Dynamic Adaptive Space Filling Volumes, DASFV) which allows the navigation mesh to adapt to changes in the geometry of the environment at runtime. In addition, it is possible to use a navigation mesh for applications above and beyond character path planning and navigation. These multiple uses help to increase the return on the investment in creating a navigation mesh for a game or simulation environment. In particular, we will show how to use a navigation mesh for the acceleration of collision detection

    Virtual Reality Games for Motor Rehabilitation

    Get PDF
    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Serious Game for Fire Evacuation

    Get PDF
    Fire safety for buildings has been of increasing concern due to the increase in occupant density in modern-day infrastructures. Efforts have been made by civil engineers to reduce loss in building fire accidents. For example, building codes have been refined to reduce the potential damage caused by fire by enforcing installation of fire detectors, alarm system, ventilation system, and sprinkler system. In addition, current building codes regulate the number of exits as well as the widths and heights of exits to allow an efficient evacuation process if the fire goes out of control. However the fire evacuation training aspect of fire safety is relatively immature. The fire evacuation process is still trained by carrying out traditional fire drills. However, the value of traditional fire drills has been questioned. Traditional fire evacuation drills fail to present a realistic fire environment to the participants. Traditional fire drills fail to raise enough seriousness for the participants since in most cases participants are informed about the drills beforehand. The cost of conducting these traditional fire drills can also be very high. Motivated by the problems faced by traditional fire drills, this research explores a new approach to more effectively and economically train people regarding the fire evacuation process. The new approach is to use a video game to train people for fire evacuation. The whole idea of using games for training and educational purposes falls under the concept of Serious Gaming, which has shown auspicious results in fields of military training, medical training, pilot training, and so on. In the virtual game environment, the fire environment can be simulated and rendered to the players. Doing so can allow the players to experience a more realistic fire environment and hence better prepare them for what to do in response to fire accidents. By setting a proper rewarding system, the game can motivate the players to treat the training more seriously. Also, since the training is carried out in the form of a game, it is more engaging and less costly. Currently, the game has been developed to render smoke and control the movement of agents. In order to make the game environment more realistic, the smoke is simulated and rendered using fire dynamics, and the agent movement is controlled by appropriate pedestrian models. It is worth mentioning that pedestrian modeling is still a relatively immature field of science and this game also serves as a tool for collecting and analyzing data for pedestrian models

    Towards Believable Resource Gathering Behaviours in Real-time Strategy Games with a Memetic Ant Colony System

    Get PDF
    AbstractIn this paper, the resource gathering problem in real-time strategy (RTS) games, is modeled as a path-finding problem where game agents responsible for gathering resources, also known as harvesters, are only equipped with the knowledge of its immediate sur- roundings and must gather knowledge about the dynamics of the navigation graph that it resides on by sharing information and cooperating with other agents in the game environment. This paper proposed the conceptual modeling of a memetic ant colony system (MACS) for believable resource gathering in RTS games. In the proposed MACS, the harvester's path-finding and resource gathering knowledge captured are extracted and represented as memes, which are internally encoded as state transition rules (mem- otype), and externally expressed as ant pheromone on the graph edge (sociotype). Through the inter-play between the memetic evolution and ant colony, harvesters as memetic automatons spawned from an ant colony are able to acquire increasing level of capability in exploring complex dynamic game environment and gathering resources in an adaptive manner, producing consistent and impressive resource gathering behaviors

    Modelling Agents Cooperation Through Internal Visions of Social Network and Episodic Memory

    Get PDF
    Human societies appear in many types of simulations. Particularly, a lot of new computer games contain a virtual world that imitates the real world. A few of the most important and the most difficult society elements to be modelled are the social context and individuals cooperation. In this paper we show how the social context and cooperation ability can be provided using agents that are equipped with internal visions of mutual social relations. Internal vision is a representation of social relations from the agent's point of view so, due to being subjective, it may be inconsistent with the reality. We introduce the agent model and the mechanism of rebuilding the agent's internal vision that is similar to that used by humans. An experimental proof of concept implementation is also presented

    Intelligent open data 3D maps in a collaborative virtual world

    Get PDF
    Three-dimensional (3D) maps have many potential applications, such as navigation and urban planning. In this article, we present the use of a 3D virtual world platform Meshmoon to create intelligent open data 3D maps. A processing method is developed to enable the generation of 3D virtual environments from the open data of the National Land Survey of Finland. The article combines the elements needed in contemporary smart city concepts, such as the connection between attribute information and 3D objects, and the creation of collaborative virtual worlds from open data. By using our 3D virtual world platform, it is possible to create up-to-date, collaborative 3D virtual models, which are automatically updated on all viewers. In the scenes, all users are able to interact with the model, and with each other. With the developed processing methods, the creation of virtual world scenes was partially automated for collaboration activities.Peer reviewe

    Doctor of Philosophy in Computing

    Get PDF
    dissertationPhysics-based animation has proven to be a powerful tool for creating compelling animations for film and games. Most techniques in graphics are based on methods developed for predictive simulation for engineering applications; however, the goals for graphics applications are dramatically different than the goals of engineering applications. As a result, most physics-based animation tools are difficult for artists to work with, providing little direct control over simulation results. In this thesis, we describe tools for physics-based animation designed with artist needs and expertise in mind. Most materials can be modeled as elastoplastic: they recover from small deformations, but large deformations permanently alter their rest shape. Unfortunately, large plastic deformations, common in graphical applications, cause simulation instabilities if not addressed. Most elastoplastic simulation techniques in graphics rely on a finite-element approach where objects are discretized into a tetrahedral mesh. Using these approaches, maintaining simulation stability during large plastic flows requires remeshing, a complex and computationally expensive process. We introduce a new point-based approach that does not rely on an explicit mesh and avoids the expense of remeshing. Our approach produces comparable results with much lower implementation complexity. Points are a ubiquitous primitive for many effects, so our approach also integrates well with existing artist pipelines. Next, we introduce a new technique for animating stylized images which we call Dynamic Sprites. Artists can use our tool to create digital assets that interact in a natural, but stylized, way in virtual environments. In order to support the types of nonphysical, exaggerated motions often desired by artists, our approach relies on a heavily modified deformable body simulator, equipped with a set of new intuitive controls and an example-based deformation model. Our approach allows artists to specify how the shape of the object should change as it moves and collides in interactive virtual environments. Finally, we introduce a new technique for animating destructive scenes. Our approach is built on the insight that the most important visual aspects of destruction are plastic deformation and fracture. Like with Dynamic Sprites, we use an example-based model of deformation for intuitive artist control. Our simulator treats objects as rigid when computing dynamics but allows them to deform plastically and fracture in between timesteps based on interactions with the other objects. We demonstrate that our approach can efficiently animate the types of destructive scenes common in film and games. These animation techniques are designed to exploit artist expertise to ease creation of complex animations. By using artist-friendly primitives and allowing artists to provide characteristic deformations as input, our techniques enable artists to create more compelling animations, more easily
    • …
    corecore