Pathfinding & decisions · 5 / 10
Optimal Reciprocal Collision Avoidance
周囲の相手と互いに避け合う速度を選ぶ。
Compare in motion
Interactive model
すれ違う群集
AReference
互いに直進する群集
BOptimal Reciprocal Collision Avoidance100%
相互の局所回避を作れる
Scrub to pause and inspect. At 0%, B matches A; at 100%, B shows the effect. The scene repeats every 8 seconds.
Look for: 互いに速度を調整 → 左右へすれ違う。
This model simplifies the technique to show its use case and effect. Operation counts describe the model; they are not performance measurements.
Read the storyboard
例: すれ違う群集
1. Start
二人が向き合う
2. Change
互いに速度を調整
3. Result
左右へすれ違う
How it works
1. Input
互いに動くエージェント
2. Process
相互に安全な速度を選ぶ
3. Result
すれ違う軌道
Further reading
Red Blob Games — A* Introduction ↗A general reference for this subcategory.