Intro

In Path Planning, path networks are another way to discretize a game world space

Alternative to grid lattice and other structures

Path Network

Why path networks?

  • Grid lattice not very space-efficient

New agent movement paridigm

Path network movement

Remote movement

Design implication

Path network example

How to build a path network?

Automatic placement- flood fill

Points of visibility

  • Features of the world create natural inflection points
  • Make path network nodes at the inflection points
description

Points of visibility process

Automate path network- POV graph

Points of visibility bloat

Points of visibility

Building a path network from candidate nodes

description

Quake Reaper bot

  • Steven Polge used handmade path networks for movements

Breadcrumbs/Dynamic path network

  • The agent drops waypoints at important locations, creating a complete path network in doing so.
  • Whenever the agent can’t see where the last waypoint is, store the last waypoint as a node, and continue on the new path
  • Eventually, you run into scenario of looping back
  • Disadvantages

Addressing path quality with path network

  • String pulling
  • Greedy path following- spread the processing out over multiple frames

Greedy steering

  • Agent looks ahead to furthest node it can see

Problems

  • Raycasting will miss some things and can also get expensive

Path network pros

Cons

  • Might not see a node in the network

Variable size path network corridors