Algorithmic approaches to finding cover in three-dimensional, virtual environments

Loading...
Thumbnail Image
Authors
Morgan, David J.
Subjects
Cover
Concealment
Agents
Reactive Agents
Virtual Environments
Simulation
Army Game Project
Binary Space Partition Trees
Depth Mapping
Sensor Grid
Advisors
Darken, Christian J.
Date of Issue
2003-09
Date
Publisher
Monterey, California. Naval Postgraduate School
Language
Abstract
In order for an agent to be credible in simulating a human opponent in a first-person combat simulation, it must be able to find and use cover from direct fire weapons. The ability to find cover is fairly intuitive for humans, but current attempts at replicating this ability in computer simulations and video games have been either simplistic or totally missing. This thesis explores a range of algorithms which computer agents can use for finding cover from direct-fire weapons in high-detail, dynamic, three-dimensional environments. The first method treats the enemy as a point light source and uses binary space partition trees to create shadow volumes to find areas of cover. The second method uses a depth-mapping technique to find potential areas where the agent could get behind cover. The third method uses a sensor grid centered on the agent that allows it to check the area around it for cover locations. We implemented the sensor grid technique inside of the first-person shooter computer game America's Army: Operations as a proof of concept.
Type
Thesis
Description
Series/Report No
Department
MOVES Academic Committee Chair
Organization
Naval Postgraduate School
Identifiers
NPS Report Number
Sponsors
Funder
Format
xvi, 94 p. : ill. (some col.) ;
Citation
Distribution Statement
Approved for public release; distribution is unlimited.
Rights
This publication is a work of the U.S. Government as defined in Title 17, United States Code, Section 101. Copyright protection is not available for this work in the United States.
Collections