Mimicking Humanlike Movement in Open World Games with Path-Relative Recursive Splines
Keywords:believable agents, video games, path-planning
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.