Skip to Main Content
Game AI Pro 2
book

Game AI Pro 2

by Steven Rabin
April 2015
Beginner content levelBeginner
577 pages
17h 58m
English
A K Peters/CRC Press
Content preview from Game AI Pro 2

Chapter 17

Advanced Techniques for Robust, Efficient Crowds

Graham Pentheny

17.1 Introduction

To date, crowds in games are usually driven by static pathfinding combined with localized steering and collision avoidance. This technique is well understood and works well for small or moderate crowd sizes that are sparsely distributed in their environment. As crowd density increases and the agents’ goals converge, this approach falls apart. In situations like this, agents fight the rest of the crowd to follow their ideal path as closely as possible, seemingly ignoring all other possible routes.

Congestion maps provide a simple means of modeling aggregate behavior in large crowds of tens or hundreds of thousands of agents. Combined with vector flow ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

Game AI Pro 3

Game AI Pro 3

Steve Rabin
Game AI Pro

Game AI Pro

Steven Rabin

Publisher Resources

ISBN: 9781482254792