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Mind Your Step On Dumb Pedestrian Path Planning in GTA: Vice City. MCRS Assignment 1 Wouter van Toll (3117456). About the game. Grand Theft Auto: Vice City (2003) Follow-ups: GTA San Andreas, GTA IV Characteristics: 3rd person, action/racing Free-roaming areas: “do whatever you want”
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Mind Your StepOn Dumb Pedestrian Path Planningin GTA: Vice City MCRS Assignment 1 Wouter van Toll (3117456)
About the game • Grand Theft Auto: Vice City (2003) • Follow-ups: GTA San Andreas, GTA IV • Characteristics: • 3rd person, action/racing • Free-roaming areas: “do whatever you want” • Realistic, yet over-the-top • Mature
Pedestrian path planning • Decent local planning (but local and jerky) • Strolling, chasing you when hit • …until unexpected things happen • Cars parked on the sidewalk • They walk around unnaturally, or give up • Limited space: they hardly ever try the road/grass • Target (you) on a dynamic object (car) • No approaching, until you walk off. Intentional? • Blocking the shortest path to the player • They keep trying, no alternatives considered
How to fix it? • Dealing with dynamic obstacles • Be less greedy; treat them like static ones • Try alternatives after successive failure • Allow to walk on grass/roads more often,but with a penalty (repulsive force?) • Keeping track of your “non-static” position • Increasing naturalness: smoother paths • Respond to obstacles sooner • Would corridors/indicative routes work?