Abstract
In this paper, we propose a method to efficiently control the path of non-playable characters (NPC) in an interactive virtual environment such as a game or virtual reality (VR) by calculating a weight map and path similarity based on the user's path. Our method automatically constructs a navigation mesh that provides a new route to the NPC by referring to the user's trajectory. Our method finds more paths that users usually go through as time passes, and the number of users increases. Accordingly, the paths that NPCs can traverse automatically are updated adaptively to the virtual environment. In addition, NPC agents can move smartly by assigning high weights to the user's preferred paths. We tested the usefulness of the proposed method through several example scenarios in an interactive environment such as a video game or VR, and this method can be easily applied to various types of navigation based on the interactive environment.
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CITATION STYLE
Kim, J. H., Lee, J., & Kim, S. J. (2020). Navigating non-playable characters based on user trajectories with accumulation map and path similarity. Symmetry, 12(10). https://doi.org/10.3390/SYM12101592
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