AAAI Publications, Ninth Artificial Intelligence and Interactive Digital Entertainment Conference

Font Size: 
Mimicking Humanlike Movement in Open World Games with Path-Relative Recursive Splines
Emmett Tomai, Rosendo Salazar, Roberto Flores

Last modified: 2013-11-13


In this paper we explore the use of recursive cubic Hermite splines to mimic human movement in open world games. Human-like movement in an open world environment has many characteristics that are not optimal or directed towards clear, discrete goals. Using data collected from a simple MMORPG-like game, we use our spline representation to model human player movements relative to corresponding optimal paths. Using this representation, we show that simple distributions can be used to estimate control parameters to generate human-like movement across a population of agents in a novel environment.


believable agents; video games; path-planning

Full Text: PDF