• DocumentCode
    130211
  • Title

    Multi-goal motion planning with physics-based game engines

  • Author

    Edelkamp, Stefan ; Plaku, Erion

  • Author_Institution
    Fac. of Math. & Comput. Sci., Univ. of Bremen, Bremen, Germany
  • fYear
    2014
  • fDate
    26-29 Aug. 2014
  • Firstpage
    1
  • Lastpage
    8
  • Abstract
    Toward enhancing automation in video games, this paper proposes an efficient approach for multi-goal motion planning, where a mobile agent needs to visit several regions in a complex environment containing numerous obstacles. The approach works in conjunction with differential equations and physics-based simulations of vehicle dynamics, efficiently planning collision-free, dynamically-feasible, and low-cost solution trajectories. We combine discrete search with sampling-based motion planning to map this challenging task to graph search. The approach imposes a discrete abstraction obtained by a workspace decomposition and then precomputes shortest paths to each goal. As the sampling-based motion planner expands a tree of collision-free and dynamically-feasible trajectories, it relies on a fast TSP solver to compute low-cost tours which can effectively guide the motion-tree expansion. The tours are adjusted based on progress made and a partition of the motion tree into equivalent groups, giving the approach the flexibility to discover new tours that are compatible with the vehicle dynamics and collision constraints. Comparisons to related work show significant computational speedups and reduced solution costs.
  • Keywords
    computer games; differential equations; graph theory; mobile agents; path planning; sampling methods; search problems; travelling salesman problems; vehicle dynamics; TSP solver; collision constraints; collision-free dynamically-feasible low-cost solution trajectory planning; complex environment; differential equations; discrete abstraction; discrete search; graph search; mobile agent; motion-tree expansion; multigoal motion planning; physics-based game engines; physics-based simulations; sampling-based motion planner; sampling-based motion planning; vehicle dynamics; video games; workspace decomposition; Vehicles;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games (CIG), 2014 IEEE Conference on
  • Conference_Location
    Dortmund
  • Type

    conf

  • DOI
    10.1109/CIG.2014.6932874
  • Filename
    6932874