World Representations for pathfinding Flashcards
What type of model of space do we need for World Representations for pathfinding?
Discrete (countable) models of space
What do we need to do in respect to representing the Level geometry and character’s limitations?
They need to be translated to nodes/states and connectios/actions
What is Localization?
Process of localizing the coordinates on the game world that corresponds to a node in the Graph
What types of discrete models of space are usually used in games?
Tile Graphs
Points of visibility
Navigation Mesh
What is Quantization?
Translation of a position in the game world into a node of the pathfinding graph
What is Quantization Generation?
Process of dividing a continuous space into regions and connections
What is division scheme validity?
A division scheme is valid if all points in two connected regions can be reached from each other in a direct line (LOS)
How is the world splitted with tile graphs?
The world is splitted into regular regions in the form of squares and sometimes hexagons
What is the division scheme for tile graphs?
A node corresponds to a tile
The connections to responds to the adjacent tiles
Why are Quantization and Localization needed?
Because the pathfinding algorithms work with graphs
What discrete model is easier to implement both quantization and localization
Tile-based Graphs
Define Quantization on Tile Graphs
current_position/number_of_tiles
Define Localization on Tile Graphs
node * number_of_tiles + number_of_tiles/2 (center of the tile)
Define Validity on Tile Graphs
Only empy nodes are connected in the graph
Or partially blocked tiles depending on the shape of the blockage
Advatanges of Tile graphs
Easy to generate