Posted By: sivan
AI links, mainly pathfinding related - 01/06/12 14:23
Hi all,
I just collected some useful links I found and checked, and some articles I read. I will add later some new ones. Sometimes I wrote comments.
----------------------------------------------------
Amits homepage - very good collection of game ai related topics, good as a start
http://www-cs-students.stanford.edu/~amitp/gameprog.html
A* pathfinding for beginners - really easy to understand
http://www.policyalmanac.org/games/aStarTutorial.htm
Smart Move: Intelligent Path-Finding good overview, with demo!
http://www.gamasutra.com/view/feature/3317/smart_move_intelligent_.php?print=1
Coordinated Unit Movement RTS unit pathfinding
http://www.gamasutra.com/view/feature/3313/coordinated_unit_movement.php?print=1
Implementing Coordinated Movement RTS group pathfinding
http://www.gamasutra.com/view/feature/3314/implementing_coordinated_movement.php?print=1
HPA* - Near-Optimal Hierarchical Pathfinding very good method, I learnt a lot from it
http://aigamedev.com/open/review/near-optimal-hierarchical-pathfinding/
paper:
http://webdocs.cs.ualberta.ca/~mmueller/ps/hpastar.pdf
MM Memory-Efficient Abstraction for Pathfinding - very interesting, the pathfinding system of my level editor MapBuilder Pro is mainly based on it (mainly skipped and hidden in the published MB free)
Paper:
http://webdocs.cs.ualberta.ca/~nathanst/papers/mmabstraction.pdf
slides with illustrations:
http://webdocs.cs.ualberta.ca/~nathanst/talks/mmabstraction_talk.pdf
HAA* - Clearance-based Pathfinding - very interesting, I have implemented some parts of it in MapBuilder Pro, with some changes due to my needs
http://harablog.wordpress.com/2009/01/29/clearance-based-pathfinding/
HAA* - Hierarchical Clearance-based Pathfinding interesting too, extension of the previous one, based on HPA*
http://harablog.wordpress.com/2009/02/05/hierarchical-clearance-based-pathfinding/
paper:
http://webdocs.cs.ualberta.ca/~mmueller/ps/hpastar.pdf
C++ codes !!!
http://code.google.com/p/ahastar/source/browse/tag/aha_r2008-07-31/trunk/aha/
Toward More Realistic Pathfinding (theory used in Company of Heroes vehicle movements) with demo!
http://www.gamasutra.com/view/feature/3096/toward_more_realistic_pathfinding.php?print=1
Steering Behaviour with demo applets!
http://www.red3d.com/cwr/steer/
OpenSteer
http://opensteer.sourceforge.net/
About flocking - natural group movement (online example part of a book)
http://www.gamecareerguide.com/features/282/book_excerpt_ai_for_game_developers.php?print=1
General arcticle about game AI systems
http://www.gamasutra.com/view/feature/3298/game_ai_the_state_of_the_industry.php?print=1
Links to research on the technology of games
http://www.red3d.com/cwr/games/#ai-papers
Robot motion theories brushfire algorithm I used this in MapBuilder Pro cluster area subdivision into homogeneous smaller clusters
http://books.google.hu/books?id=S3biKR21...ire&f=false
HOG [Hierarchical Open Graph] is collection of classes and a simulation which are designed as a simple model of RTS or other clocked simulation environments
http://webdocs.cs.ualberta.ca/~nathanst/hog/
I just collected some useful links I found and checked, and some articles I read. I will add later some new ones. Sometimes I wrote comments.
----------------------------------------------------
Amits homepage - very good collection of game ai related topics, good as a start
http://www-cs-students.stanford.edu/~amitp/gameprog.html
A* pathfinding for beginners - really easy to understand
http://www.policyalmanac.org/games/aStarTutorial.htm
Smart Move: Intelligent Path-Finding good overview, with demo!
http://www.gamasutra.com/view/feature/3317/smart_move_intelligent_.php?print=1
Coordinated Unit Movement RTS unit pathfinding
http://www.gamasutra.com/view/feature/3313/coordinated_unit_movement.php?print=1
Implementing Coordinated Movement RTS group pathfinding
http://www.gamasutra.com/view/feature/3314/implementing_coordinated_movement.php?print=1
HPA* - Near-Optimal Hierarchical Pathfinding very good method, I learnt a lot from it
http://aigamedev.com/open/review/near-optimal-hierarchical-pathfinding/
paper:
http://webdocs.cs.ualberta.ca/~mmueller/ps/hpastar.pdf
MM Memory-Efficient Abstraction for Pathfinding - very interesting, the pathfinding system of my level editor MapBuilder Pro is mainly based on it (mainly skipped and hidden in the published MB free)
Paper:
http://webdocs.cs.ualberta.ca/~nathanst/papers/mmabstraction.pdf
slides with illustrations:
http://webdocs.cs.ualberta.ca/~nathanst/talks/mmabstraction_talk.pdf
HAA* - Clearance-based Pathfinding - very interesting, I have implemented some parts of it in MapBuilder Pro, with some changes due to my needs
http://harablog.wordpress.com/2009/01/29/clearance-based-pathfinding/
HAA* - Hierarchical Clearance-based Pathfinding interesting too, extension of the previous one, based on HPA*
http://harablog.wordpress.com/2009/02/05/hierarchical-clearance-based-pathfinding/
paper:
http://webdocs.cs.ualberta.ca/~mmueller/ps/hpastar.pdf
C++ codes !!!
http://code.google.com/p/ahastar/source/browse/tag/aha_r2008-07-31/trunk/aha/
Toward More Realistic Pathfinding (theory used in Company of Heroes vehicle movements) with demo!
http://www.gamasutra.com/view/feature/3096/toward_more_realistic_pathfinding.php?print=1
Steering Behaviour with demo applets!
http://www.red3d.com/cwr/steer/
OpenSteer
http://opensteer.sourceforge.net/
About flocking - natural group movement (online example part of a book)
http://www.gamecareerguide.com/features/282/book_excerpt_ai_for_game_developers.php?print=1
General arcticle about game AI systems
http://www.gamasutra.com/view/feature/3298/game_ai_the_state_of_the_industry.php?print=1
Links to research on the technology of games
http://www.red3d.com/cwr/games/#ai-papers
Robot motion theories brushfire algorithm I used this in MapBuilder Pro cluster area subdivision into homogeneous smaller clusters
http://books.google.hu/books?id=S3biKR21...ire&f=false
HOG [Hierarchical Open Graph] is collection of classes and a simulation which are designed as a simple model of RTS or other clocked simulation environments
http://webdocs.cs.ualberta.ca/~nathanst/hog/