Stealthy path planning against dynamic observers

Wael Al Enezi, Clark Verbrugge
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Abstract

In virtual environments, research into the problem of stealthy or covert path planning has either assumed fixed and static motion of observers or has used relatively simple probabilistic models that statically summarize potential behavior. In this paper, we introduce a method that dynamically estimates enemy motion in order to plan covert paths in a prototype game environment. We compare our results to other baseline pathfinding methods and conduct an extensive exploration of the many parameters and design choices involved to better understand the impact of different settings on the success of covert path planning in virtual environments. Our design provides a more flexible approach to covert pathfinding problems, and our analysis provides useful insights into the relative weighting of the different factors that can improve design choices in building stealth scenarios.
针对动态观察者的隐身路径规划
在虚拟环境中,对隐身或隐蔽路径规划问题的研究要么假设观察者的固定和静态运动,要么使用相对简单的概率模型静态地总结潜在行为。在本文中,我们介绍了一种动态估计敌人运动的方法,以便在原型游戏环境中规划隐蔽路径。我们将我们的结果与其他基线寻径方法进行比较,并对所涉及的许多参数和设计选择进行广泛的探索,以更好地理解不同设置对虚拟环境中隐蔽路径规划成功的影响。我们的设计为隐蔽寻路问题提供了一种更灵活的方法,我们的分析为不同因素的相对权重提供了有用的见解,这些因素可以改善建造隐蔽场景的设计选择。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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