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AI links, mainly pathfinding related #390963
01/06/12 14:23
01/06/12 14:23
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
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sivan  Offline OP
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Joined: Mar 2011
Posts: 3,150
Budapest
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.

----------------------------------------------------

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/


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Re: AI links, mainly pathfinding related [Re: sivan] #390969
01/06/12 15:30
01/06/12 15:30
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Thank you, nice to have some more reading material wink

Re: AI links, mainly pathfinding related [Re: Damocles_] #391344
01/11/12 00:48
01/11/12 00:48
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
Awesome collection. Thanks for sharing!


Always learn from history, to be sure you make the same mistakes again...
Re: AI links, mainly pathfinding related [Re: sivan] #391363
01/11/12 13:16
01/11/12 13:16
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
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sivan  Offline OP
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Joined: Mar 2011
Posts: 3,150
Budapest
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/


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: AI links, mainly pathfinding related [Re: sivan] #391382
01/11/12 15:39
01/11/12 15:39
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
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Shadow969  Offline
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Joined: Oct 2006
Posts: 873
wow, that'll be more than enough citations for my abstract about heuristics used in game ai. thank you!

Re: AI links, mainly pathfinding related [Re: Shadow969] #391394
01/11/12 16:55
01/11/12 16:55
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Joined: Feb 2009
Posts: 2,154
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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