ABSTRACT

A combination of static, idealized pathfinding and localized collision avoidance algorithms are often used to simulate crowds in games. While effective for small numbers of sparse agents, these approaches lack consideration of the effects of crowd dynamics on agents’ path planning calculations. Congestion maps introduce context awareness to the path planning system and allow individual agents to react to the agents around them on a large scale. Together with Theta*, congestion maps can generate ideal pathing information for an entire environment in the form of a vector flow field. By maximally reusing shared path computations, flow fields help reduce the cost of smoothing individually computed paths. Adding congestion maps to a path planning system allows agents, in situations of high crowd density, to find alternative, longer paths that will ultimately take less time to follow. This is a behavior not previously possible without expensive motion planning approaches, which provides opportunities for games to create more compelling, realistic, and interesting crowds.