Collision Avoidance Flashcards
Name some detecting and avoiding collision approaches
C. Cone in front of agent
C. Character Avoidance Algorithm
R. Rays
When it is best to use the Cone?
When other agents or objects are not moving
How to calculate time of Closest distance?
t_closest = - (delta_position * cos(teta)) / delta_velocity
Or
t_closest = - (delta_position * delta_velocity) / delta_velocity^2
(inner product)
What can we calculate with the Closest distance time?
1- We can calculate the Future positions of the agents
2- Then we can calculate the velocity the agent should take to avoid the collision
How do we calculate the new velocity of the character with the Closest distance approach?
V_avoid = P’_character - P’_target
What approach should we use to avoid collision with walls and other obstacles?
Rays
How does the Rays Approach work?
1- Detect point of collision
2- Calculate normal do the object
3- Make character travel parallel to the wall (use seek movement to that point)
Is this affirmation correct?
“Best Ray configurstion varies from scene do scene?”
Yes
How to Combine different dynamic movements?
Blending
Priority
Problems of a Single Ray
The character has a certain length and can have a collision on its sides
What is Blending?
1- Each movement returns its individual output as usual
2- Those outputs are combine using weights
What is Priority Movement?
1- Movements are combined in groups of priority
2- Inside each group movements are combined with Blending
The purpose of the cone approach is to:
1- ___ the presence of another ___ or ___
2- Use ___ or ___ movements when that happens
1- Detect / character / obstacle
2- evade / flee
Some problems of the Cone Approach are:
1- If another agent is ___ the agent from ___ the cone, the agent ___ ___ ___
2- With a lot of agents it ___ work well
3- If two agents are moving ___ to each other but are both ___ of each others cone , they will start to make ___ movements while it would be better if they ___ ___ ___ ___
4- If two agents are in a trajectory ___ ___ while ___ ___ ___, they will not ___ each other in time to avoid it
1- approaching / outside / cannot detect it
2- doesn’t
3- parallel / inside / strange / continue to go forward
4- of collision / side to side / detect
Boids is an example of application of ___ where ___ simples types of ___ movements are combined
___ -> move ___ from Boids that are ___
___/___ -> move in the same ___ and at the same ___ with the flock
___ -> move ___ the ___ of the flock
Blending / 3 / dynamic
Separation -> away / too close
Match Velocity/Align -> direction / velocity
Cohesion -> toward / center of mass