AI links, mainly pathfinding related

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.

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Amit’s 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/
Posted By: Damocles_

Re: AI links, mainly pathfinding related - 01/06/12 15:30

Thank you, nice to have some more reading material wink
Posted By: Uhrwerk

Re: AI links, mainly pathfinding related - 01/11/12 00:48

Awesome collection. Thanks for sharing!
Posted By: sivan

Re: AI links, mainly pathfinding related - 01/11/12 13:16

A new set from aigamedev.com :

Dealing with Destruction: pathfinding and AI in Company of Heroes - it was really inspiring for me to watch this video and to read the slides (and used some ideas for creating my map system) - requires free registration:
http://aigamedev.com/insider/presentation/dealing-with-destruction/
slides:
http://files.aigamedev.com/insiders/GDC2007_Jurney_Chris_DealingWithDestruction.pdf

AI & Squad Movement in Dawn of War 2:
http://aigamedev.com/open/interview/squad-ai-dawn-of-war-2/

The Mechanics of Influence Mapping: Representation, Algorithm & Parameters:
http://aigamedev.com/insider/tutorials/influence-map-mechanics/

Open Challenges in First-Person Shooter (FPS) AI Technology:
http://aigamedev.com/open/editorial/open-challenges-fps/

And 2 topics I mentioned in my previous post too:

Pathfinding in Static and Dynamic Environments and the Future of Multi-core HPA*:
http://aigamedev.com/open/review/hpa-future-multicore/

Clearance-based Pathfinding and Hierarchical Annotated A* Search:
http://aigamedev.com/open/tutorial/clearance-based-pathfinding/
Posted By: Shadow969

Re: AI links, mainly pathfinding related - 01/11/12 15:39

wow, that'll be more than enough citations for my abstract about heuristics used in game ai. thank you!
Posted By: Damocles_

Re: AI links, mainly pathfinding related - 01/11/12 16:55

Players - Plan recognition is interesting.
Basically by calculating some generic strategies, and then observing the player for a while.
The precalculated plan (sequence of actions) that the player follows most closely is likely to actually be the players plan.

At least its possible to sort out unlikely plans.

In an RTS this can help optimizing the AIs own buildstrategy by
no engaging into combinations that the players assumed strategy would render inferior.
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