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Artificial Intelligence Articles

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Generalized Platformer AI Pathfinding

Published in Artificial Intelligence

By Chris F. Brown (Zamaster, DotStarMoney) - In this article, we'll explore a powerful, general technique to guiding "jump and run" style AI through a platforming course to reach a...

Dynamic Pathfinding

Published in Artificial Intelligence

By James Wucher - Mash up your physics engine and your pathfinding engine and what do you get? Dynamic obstacle avoidance.

Dijkstra's Algorithm - Shortest Path

Published in Artificial Intelligence

By Erik Hazzard - This post will cover the basics of Dijksta's shortest path algorithm and how it can apply to path finding for game development. It is my opinio...


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Generalized Platformer AI Pathfinding

In this article, we'll explore a powerful, general technique to guiding "jump and run" style AI through a platforming course to reach an arbitrary destination. This method works with both static geometry and moving level elements, like elevators or wheels.

Tagged With:  AI  pathfinding  platformer 
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Dynamic Pathfinding UNDER REVIEW

Nov 04 2014 02:13 PM | Posted By James Wucher in Artificial Intelligence
Mash up your physics engine and your pathfinding engine and what do you get? Dynamic obstacle avoidance.

Tagged With:  pathfinding  2D  AI  physics 
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Dijkstra's Algorithm - Shortest Path

Oct 21 2014 02:45 AM | Posted By Erik Hazzard in Artificial Intelligence
This post will cover the basics of Dijksta's shortest path algorithm and how it can apply to path finding for game development. It is my opinion that understanding this algorithm will aid in understanding more complex AI algorithms, such as A*. This post is aimed more towards developers starting out in game development or those curious about Dijkstra's algorithm, but this will be a some...

Tagged With:  dijkstra  shortest path  pathfinding  spf  dijkstras algorithm 
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Math for Game Developers: Graphs and Pathfinding UNDER REVIEW

Aug 13 2014 08:43 AM | Posted By Jorge "BSVino" Rodriguez in Artificial Intelligence
Jorge returns with another series of his popular YouTube videos, covering AI techniques to make your agents smarter about moving around your game world

Tagged With:  math  ai  pathfinding  graphs  breadth first search  dijkstra 
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Path Finding for innovative games: Navigation

Jul 04 2014 07:36 AM | Posted By Giovanni Guarino in Artificial Intelligence
The current main approaches to the path finding issue are good for simple and classic games, but not for innovative ones, and often cause performance and human simulation issues. A new approach that starts from the findings of the evolution psychology could help making AI models for innovative games

Tagged With:  pathfinding  ai  artificial intelligence  navigation meshes  navigation grid  mental navigation  intelligent agent  dynamic avoidance  biological pathfinding  psychology 
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Path Finding for innovative games: Graph Creation and Best Path Selection

Apr 06 2014 07:44 AM | Posted By Giovanni Guarino in Artificial Intelligence
Path Finding issues have the same models from several years: navigation meshes, navigation grid and waypoints navigation for building the graph, A*, Sample, Dijkstra as 'already classic' algorithm. The advent of a new awareness, whom states that the logical approach to simulate humans is not the best way to solve the PF issue, is bringing new freshness for the AI world. The topic of thi...

Tagged With:  pathfinding  ai  artificial intelligence  navigation meshes  navigation grid  waypoint navigationm  mental navigation  intelligent agent  dynamic object avoidance  biological pathfinding  psychology 
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Path Finding for Innovative Games: Object Avoidance and Smoothing Movement

Mar 24 2014 06:48 AM | Posted By Giovanni Guarino in Artificial Intelligence
This is the last of three articles that treat a new approach for the Path Finding. It's a part of the studies and experience I made in the last years, mainly in the fields of the Artificial Intelligence for Games and Evolutionary Psychology.

Tagged With:  artificial intelligence  navigation meshes  navigation grid  waypoint navigation  mental navigation  mental map  intelligent agent  emotional agent  dynamic object avoidance  biological pathfinding  psychology  smoothing algorithm 
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Generating 2D Navmeshes

Jan 08 2014 10:21 AM | Posted By Christoph Romstöck in Artificial Intelligence
Here is a quick description on how to generate 2D navmeshes from the level geometry to represent the paths an actor can take to get from one place to another.

Tagged With:  navmesh  pathfinding  ai  2d  clipper  poly2tri 
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Light Introduction to Genetic Programming

Oct 30 2013 01:48 AM | Posted By Petter Hansson in Artificial Intelligence
GP is easy to conceptually understand and reasonably simple to implement at a basic level, which is what this article is about. It also covers the included example project

Tagged With:  ai  genetic programming  genetic algorithms  learning  optimization 
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Smarter Steering: Using Context for Direction

Aug 15 2013 01:24 PM | Posted By Mike Lewis in Artificial Intelligence
Combine the power of steering and flocking models with contextual information to build a simple but powerful local navigation system.

Tagged With:  ai  steering  context steering  movement 
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Incorporating Search Algorithms into RTS Game Agents

Oct 13 2012 04:32 AM | Posted By David Churchill and Michael Buro in Artificial Intelligence
research paper from the 2012 Artificial Intelligence and Interactive Digital Entertainment conference RTS Workshop

Tagged With:  rts  agents  ai 
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Fast Heuristic Search for RTS Game Combat Scenarios

research paper from the 2012 Artificial Intelligence and Interactive Digital Entertainment conference

Tagged With:  rts  heuristic  ai  research 
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A new method to speed up path finding

Jan 03 2012 08:18 AM | Posted By Niu Jian in Artificial Intelligence
The method is simple. Red grid is block grid,Green grid can walk. first,Pre process on map to get datas that we need: 1) The map is divided into many regions, each region consist of a number of grids, these regions must be convex polygon(int most cases,they are rectangulars), there are not block grids in these regions. 2) then generate the shortest path information between regions, such...

Tagged With:  grid  region  path  regions  shortest  information  dest  source  grids 
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Build-Order Optimization in StarCraft

Oct 12 2011 04:26 AM | Posted By David Churchill and Michael Buro in Artificial Intelligence
Academic research paper from the 2011 Artificial Intelligence and Interactive Digital Entertainment conference

Tagged With:  research  rts  optimization  optimisation 
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Navigation Graph Generation

Jun 28 2011 03:20 PM | Posted By Igor Borovikov in Artificial Intelligence
OverviewNavigation graph remains a useful alternative to navigation mesh and may offer certain advantages depending on a game's environment. This article discusses several approaches to navigation graph generation: from an automated one based on Delaunay triangulation to a completely automatic method derived from triangulation of navigable areas and dual graph of triangulation.The article u...

Tagged With:  graph  navigation  nodes  figure  node  triangulation  primitives  path  mesh 
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The Core Mechanics of Influence Mapping

Jun 07 2011 10:00 PM | Posted By Alex J. Champandard in Artificial Intelligence
.Influence maps have been around since the very early days of game AI, tracing their history back to real-time strategy games over a decade ago. Since then, influence maps have become a cornerstone technique for game developers, and are even starting to become prevalent in first-person shooters as well (e.g. KILLZONE 2/3). In this tutorial, you'll learn about some of the motivation fo...

Tagged With:  influence  maps  map  you'  algorithm  game  grid  information 
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Vehicle Control with Neural Networks

Sep 01 2003 05:34 AM | Posted By Philippe Kunzle in Artificial Intelligence
AbstractUsing a neural network for the brain, we want a vehicle to drive by itself avoiding obstacles. We accomplish this by choosing the appropriate inputs/outputs and by carefully training the neural net. We feed the network with distances of the closest obstacles around the vehicle to imitate what a human driver would see. The output is the acceleration and steering of the vehicle. We also n...

Tagged With:  neural network  steering 
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