World Representations for pathfinding Flashcards

1
Q

What type of model of space do we need for World Representations for pathfinding?

A

Discrete (countable) models of space

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2
Q

What do we need to do in respect to representing the Level geometry and character’s limitations?

A

They need to be translated to nodes/states and connectios/actions

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3
Q

What is Localization?

A

Process of localizing the coordinates on the game world that corresponds to a node in the Graph

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4
Q

What types of discrete models of space are usually used in games?

A

Tile Graphs
Points of visibility
Navigation Mesh

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5
Q

What is Quantization?

A

Translation of a position in the game world into a node of the pathfinding graph

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6
Q

What is Quantization Generation?

A

Process of dividing a continuous space into regions and connections

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7
Q

What is division scheme validity?

A

A division scheme is valid if all points in two connected regions can be reached from each other in a direct line (LOS)

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8
Q

How is the world splitted with tile graphs?

A

The world is splitted into regular regions in the form of squares and sometimes hexagons

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9
Q

What is the division scheme for tile graphs?

A

A node corresponds to a tile

The connections to responds to the adjacent tiles

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10
Q

Why are Quantization and Localization needed?

A

Because the pathfinding algorithms work with graphs

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11
Q

What discrete model is easier to implement both quantization and localization

A

Tile-based Graphs

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12
Q

Define Quantization on Tile Graphs

A

current_position/number_of_tiles

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13
Q

Define Localization on Tile Graphs

A

node * number_of_tiles + number_of_tiles/2 (center of the tile)

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14
Q

Define Validity on Tile Graphs

A

Only empy nodes are connected in the graph

Or partially blocked tiles depending on the shape of the blockage

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15
Q

Advatanges of Tile graphs

A

Easy to generate

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16
Q

Disadvantages of Tile Graphs

A

L. Large number of nodes
P. Partial Blockage tiles
P. Plans returned are usually blocky and irregular (we need to usually post process the path and smooth it)

17
Q

Dirichlet Domains Division Scheme

A

Set of characteristic points in a level specified by the level designer

18
Q

How are Connections created in Dirichlet Domains

A

Manually
By finding intersections of borders of different domains
By applying ray casts between characteristic points

19
Q

Define Quantization on Dirichlet Domains

A

Find closes characteristic point

20
Q

Define Localization on Dirichlet Domains

A

Position of the characteristic point of node

21
Q

Defnine Validity on Dirichlet Domains

A

No way to ensure validity. The designer is responsible for ensuring valid dirichlet domains

22
Q

Advantanges of Dirichlet Domains

A

Easy to program and change

High level control over the pathfinding graph

23
Q

Disadvanteges of Dirichlet Domains

A

Validity problems

Requires a lot of manual effort

24
Q

Division Scheme on Navigation Mesh

A

Polygon-as-node

Connections corresponds to shared edges between polygons

25
Q

Define Quantization on Navigation Mesh

A

Find the polygon that contains the specified position

26
Q

Define Localization on Navigation Mesh

A

Use geometric center of the polygon that represents the average position of its vertices

27
Q

Define Validity on Navigation Mesh

A

Depends on the design of the level designer

28
Q

Advantages of Navigation Mesh

A

Reuse of the mesh geometry of the floor of a level
Walls and ceilings mesh can be part of the graph
Since navmesh represents the walkable area we can do path post-processing by testing if the resulting path is inside the navmesh

29
Q

Disadvantages of Navigation Mesh

A

May require additional processing to take into account the agent’s geometry

30
Q

What is an alternative representation for navmesh

A

edge-as-a-node