CN113546421A - Way finding method and system based on Jump Point Search algorithm - Google Patents

Way finding method and system based on Jump Point Search algorithm Download PDF

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Publication number
CN113546421A
CN113546421A CN202110842703.9A CN202110842703A CN113546421A CN 113546421 A CN113546421 A CN 113546421A CN 202110842703 A CN202110842703 A CN 202110842703A CN 113546421 A CN113546421 A CN 113546421A
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China
Prior art keywords
data
map
algorithm
path
finding
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徐白鹿
陈孟青
邓华斌
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Guangzhou Clownfish Information Technology Co ltd
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Guangzhou Clownfish Information Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F18/00Pattern recognition
    • G06F18/20Analysing
    • G06F18/24Classification techniques
    • G06F18/241Classification techniques relating to the classification model, e.g. parametric or non-parametric approaches
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

Abstract

The invention relates to the technical field of computer technology, in particular to a JPS algorithm-based path finding method and a JPS algorithm-based path finding system, wherein the JPS algorithm-based path finding method comprises the following steps: s10: opening a corresponding art map, opening a map editor, exporting the map, and creating a carrier of a path-finding system; s20: opening a corresponding export map through a scene editor, editing information of regions such as walkable, monster, battle, safety and the like, and establishing necessary identification information of the automatic road finding system; s30: deriving scene configuration, and acquiring acceleration data information required by a JPS algorithm from data generated in the process; s40: and reading the data information obtained in the last step, classifying the two-dimensional array, and using a JPS algorithm to accelerate configuration, and using x _ boundary and y _ boundary fields to accelerate the calculation of the jump point so as to quickly obtain the routing path. The invention has the effects of making the game more intelligent and reducing the burden of the player.

Description

Way finding method and system based on Jump Point Search algorithm
Technical Field
The invention relates to the technical field of computer technology, in particular to a Jump Point Search algorithm-based way finding method and system.
Background
At present, with the development of science and technology, the living standard of people is continuously improved, mobile terminal devices such as mobile phones and tablet computers are rapidly developed, and the mobile phones and the tablet computers already occupy the important position of people's life, including various kinds of software enriching people's life, such as mobile games.
MMORGP game players in the current market are generally adapted to automatic way finding, and a way finding system becomes a standard configuration. The path-finding system with excellent performance and elegant path planning can add a lot of colors to games and improve the experience of players. The traditional way-finding algorithm is AStar, which can only be applied to smaller maps, while the current MMORPG game is a large map trend. The NavMesh way-finding is an improvement on AStar, greatly improves the efficiency, but has the problems of return of a famous name and welting due to the characteristics of an algorithm. Both methods cannot perfectly meet the user requirements, and the user experience is influenced, so that the user loss is caused, and therefore, an improvement space exists.
Disclosure of Invention
The invention aims to provide a JPS algorithm-based way-finding system loading method and system with superior performance and elegant path planning.
The above object of the present invention is achieved by the following technical solutions:
a JPS algorithm-based way-finding method comprises the following steps:
s10: opening a corresponding art map, opening a map editor, exporting the map, and establishing a carrier of a way-finding method;
s20: opening a corresponding export map through a scene editor, editing information of regions such as walkable, monster, battle, safety and the like, and establishing necessary identification information of the automatic road finding system;
s30: deriving scene configuration, and acquiring acceleration data information required by a JPS algorithm from data generated in the process;
s40: and reading the data information obtained in the last step, classifying the two-dimensional array, and using a JPS algorithm to accelerate configuration, and using x _ boundary and y _ boundary fields to accelerate the calculation of the jump point so as to quickly obtain the routing path.
By adopting the technical scheme, the scene editor is used for editing information of the art map, and then the JPS algorithm is used for calculation, so that the jumping point is quickly calculated, the turning back is avoided, and the memory is saved. And the directional distance field (SDF) is combined, the JPS algorithm can be restrained to obtain a path which is not close to the walking, the balance between efficiency and elegance is obtained, and the player can have a path-finding path with superior performance and elegant path planning.
The invention is further configured to: in step S20, the map is opened, and editing the area information specifically includes the following steps:
s21: opening a corresponding export map through a scene editor developed based on Unity, and setting the basic configuration of the editor;
s22: on the basis of a scene editor, regional information such as walkable, monster, battle, safety and the like is edited, and the regional information on the map is converted into data codes.
By adopting the technical scheme, the finished art map is technically classified and edited, a data base can be provided for the construction of a follow-up path-finding system, and the program running efficiency is improved.
The invention is further configured to: step S30 includes:
s31: after scene editing is completed, storing and exporting scene configuration;
s32: acquiring two parts of data generated in the exporting process, wherein one part of the data is client data, and the other part of the data is server data;
s33: selecting client data for analysis;
s34: and extracting acceleration data and SDF data required by a JPS algorithm in the client-lua file.
By adopting the technical scheme, the exported scene configuration information is classified before the way-finding jump point is calculated, and only the acceleration data and the SDF data in the client data are analyzed, so that the times of data analysis can be reduced, and the efficiency of data analysis is improved.
The invention is further configured to: after step S40, the JPS algorithm-based way-finding method further includes:
s41: carrying out dimension analysis on aspects such as walking, height, SDF and the like on scene configuration data serving as a two-dimensional array;
s42: performing bit operation on the data, and reading out related numerical values;
s43: and accelerating the configuration by using a JPS algorithm, and calculating the jump points required by JPS calculation by using x _ boundary and y _ boundary fields and the like in an accelerating way to quickly obtain the path-finding path.
By adopting the technical scheme, the map data can be quickly processed, and the jumping points required by path finding can be calculated, so that the player can quickly and conveniently find the path when playing, a more elegant route is followed, and the use experience of the user is improved.
The second aim of the invention is realized by the following technical scheme:
a way-finding system based on Jump Point Search algorithm is characterized in that the way-finding system based on Jump Point Search algorithm comprises:
the algorithm module adopts a JPS algorithm and is used for rapidly calculating a path-finding path according to map data so that the movement of a game role has a track which can be followed;
the data calculation module generates acceleration calculation data according to the characteristics of a JPS algorithm by utilizing the SDF (directed distance field) and is used for calculating walking area data and preventing a path-finding path of a game role from being close to an area which can not walk, such as a wall and the like;
and the data serialization module is used for realizing high compression according to Lua characteristics, storing walking area data, SDF data and acceleration data in a fast deserializing and persistence manner, and facilitating reference reading in the process of calculating the routing path.
By adopting the technical scheme, the map configuration data exported by the map editor is rapidly calculated, the information such as the area where the game role can walk is calculated, and the information is compressed, stored and called at any time, so that a user can avoid the phenomenon of turning back and sticking to the wall to walk when experiencing the automatic path finding of the game, and the user experience and the retention rate are improved.
In conclusion, the beneficial technical effects of the invention are as follows:
1. by quickly calculating the map configuration data exported by the map editor, calculating the information such as areas for the game role to walk, compressing and storing the information at any time, the user can avoid the phenomenon that the name of the user turns back and sticks to the wall to walk when experiencing the automatic route searching of the game, and the user experience and the retention rate are improved;
2. the efficiency of automatically seeking the way can be effectively improved, the memory calling amount of a user is saved, the automatic way seeking is smoother, and the user experience and the online time are favorably improved.
Drawings
FIG. 1 is a flow chart of a way-finding method based on Jump Point Search algorithm according to an embodiment of the present invention;
fig. 2 is a flowchart illustrating an implementation of step S10 in the way finding method based on Jump Point Search algorithm according to an embodiment of the present invention;
fig. 3 is a flowchart illustrating an implementation of step S20 in the way finding method based on Jump Point Search algorithm according to an embodiment of the present invention;
fig. 4 is another flowchart of a way-finding method based on Jump Point Search algorithm in an embodiment of the present invention.
Detailed Description
The present invention will be described in further detail with reference to the accompanying drawings.
The first embodiment is as follows:
in an embodiment, as shown in fig. 1, the present invention discloses a way-finding method based on Jump Point Search algorithm, which specifically includes the following steps:
s10: and opening the corresponding art map, opening a map editor, exporting the map, and creating a carrier of the way-finding method.
In this embodiment, the art map is a game scene map that is produced by the art department using the map editor. The map data includes all data of the terrain, vegetation, buildings, and the like of the scene map. After the game is planned, the art department obtains the final data of the map by designing the original map, establishing a scene model, editing the map and the like. Among them, the map editor is developed using Unity, and the Unity game engine is a multi-platform integrated game development tool developed by Unity Technologies to allow players to easily create types of interactive contents such as three-dimensional video games, building visualizations, real-time three-dimensional animations, etc., and is a fully integrated professional game engine.
Specifically, when a developer calls this map data, the art department is required to open a map editor, open a map for which a routing system needs to be configured, and export map data that can be edited with a program to facilitate the following steps.
S20: and opening a corresponding export map through a scene editor, editing regional information such as walkable, monster, battle, safety and the like, and establishing necessary identification information of the automatic road finding system.
In this embodiment, the walkable, monster, battle, safety, etc. area information refers to the walkable area information for guiding the automatic road-finding system to calculate safety without monsters, battles, and obstacles such as water, trees, buildings.
Specifically, a target map requiring establishment of a route-finding system is opened, each area of the map is distinguished and classified according to information provided by planning and art, and area information is named and edited so that the information becomes data recognizable by a program algorithm.
S30: and (4) deriving scene configuration, and acquiring acceleration data information required by the JPS algorithm from the data generated in the process.
In the present embodiment, the scene configuration refers to information on the map position occupied by the walkable, monster, battle, safe, and other areas and whether or not the walking is possible, which is derived from the map data. The acceleration data information refers to the most direct code needed when the JPS algorithm starts running.
Specifically, after the technician finishes editing the information of each area and model type in the map, the configuration is saved and exported. Client data in the two data generated in the export process is selected, and the acceleration data and the SDF data required by the JPS algorithm in the client-lua file are extracted by using a technical means.
S40: and reading the data information obtained in the last step, classifying the two-dimensional array, and using a JPS algorithm to accelerate configuration, and using x _ boundary and y _ boundary fields to accelerate the calculation of the jump point so as to quickly obtain the routing path.
In this embodiment, the two-dimensional array refers to the acceleration data and the SDF data that remain after the map configuration data is extracted and selected in the previous step. The jumping point is a point passing through the character moving path, and the jumping points are connected to form a path finding path.
Specifically, dimension analysis in aspects of walking, height, SDF, and the like is performed on scene configuration data as a two-dimensional array. And performing bit operation on the data, reading out related numerical values, performing accelerated configuration by using a JPS algorithm, and calculating jump points required by JPS calculation in an accelerated manner by using x _ boundary and y _ boundary fields and the like to quickly obtain a path-finding path.
In an embodiment, as shown in fig. 3, in step S20, the step of packaging the auxiliary function data to obtain an installation package to be triggered specifically includes the following steps:
s21: setting up the basic configuration of the editor by opening the corresponding exported map based on the scenario editor developed by Unity
In this embodiment, the basic configuration of the editor refers to an interface, a preference setting, and the like of the editor, and is used for optimizing the experience of a technician in the process of editing map information.
Specifically, when the map data is opened, a hot key or the like of the editor is set.
S22: on the basis of a scene editor, regional information such as walkable, monster, battle, safety and the like is edited, and the regional information on the map is converted into data codes.
Specifically, the technician opens the target map, discriminates and classifies each region of the map according to information provided by planning and art, names the region and edits region information so that the information becomes data recognizable by a program algorithm.
In an embodiment, as shown in fig. 4, in step S30, that is, deriving the scene configuration, the method for obtaining the acceleration data information required by the JPS algorithm from the data generated in the foregoing process specifically includes the following steps:
s31: and after scene editing is completed, storing and exporting scene configuration.
In the present embodiment, the scene configuration refers to information on the map position occupied by the walkable, monster, battle, safe, and other areas and whether or not the walking is possible, which is derived from the map data.
Specifically, after the technician finishes editing the scene area information, the relevant scene configuration table needs to be exported in the scene editor.
S32: and acquiring two parts of data generated in the exporting process, wherein one part of the data is client data, and the other part of the data is server data.
In this embodiment, the client data is related to the client that the user can directly contact and experience, and the server data refers to related data of the game background underlying program.
Specifically, from the scene configuration table, client and server data are stored and differentiated.
S33: client data is selected for analysis.
Specifically, since the routing system belongs to the client function, only the client data is selected for analysis.
S34: and extracting acceleration data and SDF data required by a JPS algorithm in the client-lua file.
Specifically, the required acceleration data and SDF data are extracted from the client map configuration file using technical means.
In one embodiment, step S40 further includes the following steps:
s41: and performing dimension analysis on aspects such as walking, height, SDF and the like on scene configuration data serving as a two-dimensional array.
In the present embodiment, the two-dimensional array is essentially an array having an array as an array element, i.e., "array of arrays", and the name of the type specifier array [ constant expression ]. The two-dimensional array is also called matrix, and the matrix with equal number of rows and columns is called square matrix. Symmetric matrix a [ i ] [ j ] = a [ j ] [ i ], diagonal matrix: zero elements are arranged outside the main diagonal of the n-order square matrix.
Specifically, after acquiring the corresponding two-dimensional data, the technician classifies and analyzes the types of walking, height, SDF, and the like.
S42: and performing bit operation on the data to read out relevant numerical values.
In this embodiment, all the data in the program is stored in the form of binary data in the computer memory. Bit operations are directed to operate on binary bits of integers in memory. For example, the and operation is a logical operator, but an and operation may be performed between integers. For example, the binary value of 6 is 110, the binary value of 11 is 1011, and the result of 6 and 11 is 2, which is the result of the logical operation of the corresponding bits in binary (0 means False, 1 means True, and all bits are processed as 0).
Specifically, the technician performs a bit operation on the classified two-dimensional data, and can read out a specific numerical value related thereto for the operation.
S43: and accelerating the configuration by using a JPS algorithm, and calculating the jump points required by JPS calculation by using x _ boundary and y _ boundary fields and the like in an accelerating way to quickly obtain the path-finding path.
Specifically, after all data are acquired, extracted and analyzed, JPS algorithm is used for accelerating configuration, x _ boundary and y _ boundary fields and the like, and jump points required to pass through from the scene place where the user role is located to the specified place are calculated, so that an efficient and elegant routing path is formed.
It should be understood that, the sequence numbers of the steps in the foregoing embodiments do not imply an execution sequence, and the execution sequence of each process should be determined by its function and inherent logic, and should not constitute any limitation to the implementation process of the embodiments of the present invention.
Example two:
in an embodiment, a way-finding system based on a Jump Point Search algorithm is provided, and the way-finding system based on the Jump Point Search algorithm corresponds to the way-finding method based on the Jump Point Search algorithm in the above embodiment one to one. The Jump Point Search algorithm-based routing system comprises an algorithm module 10, a data calculation module 20 and a data serialization module 30. The functional modules are explained in detail as follows:
the algorithm module 10 adopts a JPS algorithm and is used for rapidly calculating a path-finding path according to map data so that the movement of a game role has a track which can be followed;
the data calculation module 20 generates acceleration calculation data according to the characteristics of the JPS algorithm by using the SDF, and is used for calculating walking area data to prevent the path-finding path of the game role from being close to an area which can not be walked, such as a wall and the like;
and the data serialization module 30 is used for realizing high compression according to Lua characteristics, storing walking area data, SDF data and acceleration data in a fast deserializing and persistence manner, and facilitating reference reading in the process of calculating a routing path.
Preferably, the data calculation module 20 comprises:
the data generation submodule 21 is used for generating Navmesh according to the surface Mesh created by the art;
the two-dimensional array submodule 22 is used for generating a feasible area two-dimensional array according to the NavMesh and SDF algorithm;
and the acceleration calculation submodule 23 is used for calculating acceleration data required by the JPS algorithm according to the array.
Preferably, the data serialization module 30 includes:
the high compression submodule 31 is used for performing high compression on map data such as regional information and the like by using Lua characteristics, so that the map data is convenient to store;
the information storage submodule 32 is used for storing walking area data, SDF data and acceleration data in a fast deserializing and persistent mode;
and the information reading submodule 33 reads and calls the stored information when the JPS algorithm calculates the automatic path-finding path of the game role in real time.
Preferably, the way-finding system based on Jump Point Search algorithm further includes:
and the updating module 41 is configured to obtain an update data packet from the cloud server if the way searching system is an old version, and update the way searching system to a new version.
For specific limitations of the routing system based on the Jump Point Search algorithm, reference may be made to the above limitations of the routing method based on the Jump Point Search algorithm, and details are not described here. The modules in the routing system based on Jump Point Search algorithm can be wholly or partially implemented by software, hardware and a combination thereof. The modules can be embedded in a hardware form or independent from a processor in the computer device, and can also be stored in a memory in the computer device in a software form, so that the processor can call and execute operations corresponding to the modules.

Claims (8)

1. A way-finding method based on a Jump Point Search algorithm is characterized by comprising the following steps:
s10: opening a corresponding art map, opening a map editor, exporting the map, and creating a carrier of an automatic path finding method;
s20: opening a corresponding export map through a scene editor, editing information of regions such as walkable, monster, battle, safety and the like, and establishing necessary identification information of the automatic road finding system;
s30: deriving scene configuration, and acquiring acceleration data information required by a JPS algorithm from data generated in the process;
s40: and reading the data information obtained in the last step, classifying the two-dimensional array, and using a JPS algorithm to accelerate configuration, and using x _ boundary and y _ boundary fields to accelerate the calculation of the jump point so as to quickly obtain the routing path.
2. The Jump Point Search algorithm-based way finding method according to claim 1, wherein the step of opening the map in step S20, and the step of editing the identification information specifically comprises the steps of:
s21: opening a corresponding export map through a scene editor developed based on Unity, and setting the basic configuration of the editor;
s22: on the basis of a scene editor, regional information such as walkable, monster, battle, safety and the like is edited, and the regional information on the map is converted into data codes.
3. The Jump Point Search algorithm-based way finding method according to claim 1, wherein step S30 comprises:
s31: after scene editing is completed, storing and exporting scene configuration;
s32: acquiring two parts of data generated in the exporting process, wherein one part of the data is client data, and the other part of the data is server data;
s33: selecting client data for analysis;
s34: and extracting acceleration data and SDF data required by a JPS algorithm in the client-lua file.
4. The Jump Point Search algorithm-based routing method according to claim 1, wherein after step S40, the Jump Point Search algorithm-based routing system further comprises:
s41: carrying out dimension analysis on aspects such as walking, height, SDF and the like on scene configuration data serving as a two-dimensional array;
s42: performing bit operation on the data, and reading out related numerical values;
s43: and accelerating the configuration by using a JPS algorithm, and calculating the jump points required by JPS calculation by using x _ boundary and y _ boundary fields and the like in an accelerating way to quickly obtain the path-finding path.
5. A way-finding system based on Jump Point Search algorithm is characterized in that the way-finding system based on Jump Point Search algorithm comprises:
the algorithm module adopts a JPS algorithm and is used for rapidly calculating a path-finding path according to map data so that the movement of a game role has a track which can be followed;
the data calculation module generates acceleration calculation data according to the characteristics of a JPS algorithm by utilizing the SDF (directed distance field) and is used for calculating walking area data and preventing a path-finding path of a game role from being close to an area which can not walk, such as a wall and the like;
and the data serialization module is used for realizing high compression according to Lua characteristics, storing walking area data, SDF data and acceleration data in a fast deserializing and persistence manner, and facilitating reference reading in the process of calculating the routing path.
6. The Jump Point Search algorithm-based routing system of claim 5, wherein the data computation module comprises:
the data generation submodule is used for generating Navmesh according to the surface Mesh created by the art;
the two-dimensional array submodule is used for generating a feasible area two-dimensional array according to the NavMesh and SDF algorithm;
and the acceleration calculation submodule is used for calculating acceleration data required by the JPS algorithm according to the array.
7. The Jump Point Search algorithm-based routing system of claim 5, wherein the data serialization module comprises:
the high-compression submodule is used for performing high compression on map data such as regional information and the like by using Lua characteristics, so that the map data is convenient to store;
the information storage submodule is used for storing walking area data, SDF data and acceleration data in a fast deserializing and lasting mode;
and the information reading sub-module reads and calls the stored information when the JPS algorithm calculates the automatic path-finding path of the game role in real time.
8. The Jump Point Search algorithm-based routing system of claim 5, wherein the Jump Point Search algorithm-based routing system further comprises:
and the updating module is used for acquiring an updating data packet from the cloud server and updating the updating data packet into a new version of the way-finding system if the way-finding system is an old version.
CN202110842703.9A 2021-07-26 2021-07-26 Way finding method and system based on Jump Point Search algorithm Pending CN113546421A (en)

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114742980A (en) * 2022-04-15 2022-07-12 北京航空航天大学云南创新研究院 Three-dimensional exhibition hall browsing method combined with relation map
CN114879747A (en) * 2022-07-06 2022-08-09 成都行远捷科技有限公司 Landing site addressing method based on specific limiting condition

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114742980A (en) * 2022-04-15 2022-07-12 北京航空航天大学云南创新研究院 Three-dimensional exhibition hall browsing method combined with relation map
CN114879747A (en) * 2022-07-06 2022-08-09 成都行远捷科技有限公司 Landing site addressing method based on specific limiting condition
CN114879747B (en) * 2022-07-06 2022-09-06 成都行远捷科技有限公司 Landing site addressing method based on specific limiting condition

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