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CGF-AI Homepage | cgf-ai.com Reviews
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Replacement map graphics for Flashpoint Campaigns: Red Storm. February 8, 2014. I have created two sets (Summer, Winter) of maps to replace all of maps that ship with the "Flashpoint Campaigns: Red Storm". Game Get them here. Along with instructions, examples and a change log. Because I liked the previous game's maps better, and because I already rendered my own maps for the Arma2 / Arma3 series of games (for example, image 8 on this news entry. June 16, 2009. This attack and defense planning is part of ...
CGF-AI Homepage
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AIGameDev.com Paris conference slides 'Multi-Unit Planning with HTN and A*'. June 16, 2009. Are the slides of William's talk on 'Multi-Unit Planning with HTN and A*' at the 2009 AIGameDev.com's Paris game AI conference. The talk explains how a HTN planner using A* can create coordinated combined-arms attack and defense plans for a multi-unit task force.
CGF-AI Company
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CGF-AI delivers artificial intelligence solutions for computer games and simulators. CGF-AI offers consultancy, prototypes on "open" game engines, as well as custom development. CGF-AI specializes in tactical AI for 3D virtual worlds: autonomous AI squads and individuals, squad maneuvers and team tactics, dynamic response to threats, smart use of the terrain, human-like situational awareness, and interpretation of combat situations. William van der Sterren. Grassijsje 23, 5658EE. Phone: 31 652 006 144.
CGF-AI Links
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Last update: January 12, 2006. Here you'll find a number of annotated links referring to tactical AI (for games. And general game AI. A separate page provides pointers and some analysis of state-of-the art AI implementations. In todays tactical first-person shooters. Tactical AI - Games. The Integration of AI and Level Design in Halo. Jaime Griesemer and Chris Butcher, Bungie/MGS, Game Developer Conference 2002. Terrain Analysis for Realtime Strategy Games. Dave Pottinger, Game Developer Conference 2000.
CGF-AI Game Credits, Publications and Presentations
http://www.cgf-ai.com/products.html
AI consulting, design and development. CGF-AI provides AI consulting, AI design and development on a contract basis, primarily for first and third person perspective combat games and combat simulations. William contributed to the AI for Guerrilla. PlayStation2, 2004, published by Sony (SCEE / SCEA) and Guerrilla. S Shellshock: Nam '67. PlayStation2, Xbox, PC, 2004, published by Eidos Interactive). Paris game AI conference (June 11, 2009):. Multi-Unit Planning with HTN and A*. Pdf, 38 slides, 13MB). A sma...
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AIGameDev.com Paris conference slides 'Multi-Unit Planning with HTN and A*'. June 16, 2009. Are the slides of William's talk on 'Multi-Unit Planning with HTN and A*' at the 2009 AIGameDev.com's Paris game AI conference. The talk explains how a HTN planner using A* can create coordinated combined-arms attack and defense plans for a multi-unit task force.
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