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Knowledge-Based Probability Maps for Covert Pathfinding

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Motion in Games (MIG 2010)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 6459))

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Abstract

Virtual characters in computer games sometimes need to find a path from point A to point B while minimizing the risk of being spotted by an enemy. Visibility calculations of the environment are needed to accomplish this. While previous methods have focused on either general visibility calculations or calculations based only on current enemy positions, we suggest a method to incorporate the agent’s knowledge of previous enemy positions. By creating a probability distribution of the positions of the enemies and using this in the visibility calculation, we create a more accurate visibility map.

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Johansson, A., Dell’Acqua, P. (2010). Knowledge-Based Probability Maps for Covert Pathfinding. In: Boulic, R., Chrysanthou, Y., Komura, T. (eds) Motion in Games. MIG 2010. Lecture Notes in Computer Science, vol 6459. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-16958-8_32

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  • DOI: https://doi.org/10.1007/978-3-642-16958-8_32

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-16957-1

  • Online ISBN: 978-3-642-16958-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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