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
Define Quantization on Navigation Mesh
Find the polygon that contains the specified position
26
Define Localization on Navigation Mesh
Use geometric center of the polygon that represents the average position of its vertices
27
Define Validity on Navigation Mesh
Depends on the design of the level designer
28
Advantages of Navigation Mesh
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
Disadvantages of Navigation Mesh
May require additional processing to take into account the agent's geometry
30
What is an alternative representation for navmesh
edge-as-a-node