Abstract:For natural group movement of non player characters (NPCs) in a computer game, an efficient planning algorithm is necessary. This paper presents a grid windowbased path planning algorithm for realistic group movement. The global path is planned in a static environment and the path is locally repaired to avoid dynamic obstacles during execution. The planning and execution processes are performed for the group, not for individual NPCs by using a 2D virtual grid window covering all the NPCs. The movement of each … Show more
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