Algorithmic Approaches to Finding Cover in Three-Dimensional, Virtual Environments

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.

Open PDF

Document Details

Document Type
Technical Report
Publication Date
Sep 01, 2003
Accession Number
ADA418236

Entities

People

  • David J. Morgan

Organizations

  • Naval Postgraduate School

Tags

Communities of Interest

  • Biomedical
  • Sensors
  • Weapons Technologies

DTIC Thesaurus Topics

  • Algorithms
  • Artificial Intelligence
  • Cognition
  • Combat Simulations
  • Computational Science
  • Computer Graphics
  • Computer Simulations
  • Computer Vision
  • Computers
  • Environment
  • Indirect Fire
  • Light Sources
  • Line Of Sight
  • Simulations
  • Simulators
  • Three Dimensional
  • Video Games

Fields of Study

  • Computer science

Readers

  • Agent-Based Social Robotics and Mobile-Assisted Learning in Virtual Environments.
  • Applied Combinatorial Optimization and Logic Circuit Design.
  • Educational Psychology

Technology Areas

  • Space