Efficient Object Search in Game Maps

Jinchun Du, Bojie Shen, Shizhe Zhao, M. A. Cheema, A. Toosi
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引用次数: 1

Abstract

Video games feature a dynamic environment where locations of objects (e.g., characters, equipment, weapons, vehicles etc.) frequently change within the game world. Although searching for relevant nearby objects in such a dynamic setting is a fundamental operation, this problem has received little research attention. In this paper, we propose a simple lightweight index, called Grid Tree, to store objects and their associated textual data. Our index can be efficiently updated with the underlying updates such as object movements, and supports a variety of object search queries, including k nearest neighbors (returning the k closest objects), keyword k nearest neighbors (returning the k closest objects that satisfy query keywords), and several other variants. Our extensive experimental study, conducted on standard game maps benchmarks and real-world keywords, demonstrates that our approach has up to 2 orders of magnitude faster update times for moving objects compared to state-of-the-art approaches such as navigation mesh and IR-tree. At the same time, query performance of our approach is similar to or better than that of IR-tree and up to two orders of magnitude faster than the other competitor.
游戏地图中的有效对象搜索
电子游戏以动态环境为特色,其中物体(游戏邦注:如角色、装备、武器、交通工具等)的位置在游戏世界中不断变化。虽然在这种动态环境中搜索相关的附近目标是一项基本操作,但这一问题却很少受到研究的关注。在本文中,我们提出了一个简单的轻量级索引,称为网格树,用于存储对象及其相关的文本数据。我们的索引可以通过对象移动等底层更新有效地更新,并支持各种对象搜索查询,包括k个最近邻(返回k个最近邻对象)、关键字k个最近邻(返回满足查询关键字的k个最近邻对象)和其他几种变体。我们在标准游戏地图基准和现实世界关键词上进行的广泛实验研究表明,与导航网格和IR-tree等最先进的方法相比,我们的方法在移动物体的更新时间上快了2个数量级。同时,我们的方法的查询性能与IR-tree相似或优于IR-tree,并且比其他竞争对手快两个数量级。
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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