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Shortest Path | Pathfinding and AI in games

Pathfinding and AI in games

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Shortest Path | Pathfinding and AI in games | harablog.wordpress.com Reviews
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Shortest Path | Pathfinding and AI in games | harablog.wordpress.com Reviews

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Pathfinding and AI in games

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1

Clearance-based Pathfinding with Probabilistic Roadmaps | Shortest Path

https://harablog.wordpress.com/2009/02/12/clearance-based-pathfinding-with-probabilistic-roadmaps

February 12, 2009. Clearance-based Pathfinding with Probabilistic Roadmaps. 8212; dharabor @ 00:06. In my last two. Figure 1. EAs Red Alert 3 features units with different shapes, sizes and terrain traversal capabilities. Units can be land-based, aquatic or amphibious. But what happens when you can’t (or don’t want to) work with grids? More specifically, how do you deal with agent diversity in continuous environments? This is a really neat piece of research which makes several contributions:. Since the s...

2

AIIDE 2010 Conference Summary | Shortest Path

https://harablog.wordpress.com/2010/10/21/aiide-2010-conference-summary

October 21, 2010. AIIDE 2010 Conference Summary. 8212; dharabor @ 12:48. One of the (few) perks of being a research student is attending conferences. There are many reasons to attend a conference: you get to travel to places you probably wouldn’t otherwise visit, toss around ideas with other people who work in the same research area and get a glimpse into the state of the art approaches for problems you might not ever have considered. Competition and an entire day. The conference kicked off in style with...

3

Clearance-based Pathfinding | Shortest Path

https://harablog.wordpress.com/2009/01/29/clearance-based-pathfinding

January 29, 2009. 8212; dharabor @ 23:50. Real-time strategy (RTS) games often feature a wide number unit types for the player to control. One of my favourite titles from the past, Westwood’s seminal Red Alert. This was the topic of a recent paper. Which I presented at CIG’08. Clearance Values and the Brushfire Algorithm. Figure 1. A small toy map annotated with values computed by the Brushfire algorithm. Black tiles are not traversable. Figure 4. A 2x2 agent fails to find a path due to incorrect cle...

4

CIG’08 Conference Summary | Shortest Path

https://harablog.wordpress.com/2009/01/08/cig08-conference-summary

January 8, 2009. CIG’08 Conference Summary. 8212; dharabor @ 13:31. Last month I was fortunate enough to attend the IEEE Symposium on Computational Intelligence and Games. CIG’08) which was held over 4 days (15-18 December) at the University of Western Australia in sunny Perth. I was looking forward to this event because one of the keynote speakers is none other than Jonathan Schaeffer. You might have heard Jonathan solved checkers. Aside from the academic track, in which over 50 papers were presented, t...

5

The Paper | Shortest Path

https://harablog.wordpress.com/2011/07/11/the-paper

July 11, 2011. 8212; dharabor @ 16:34. I wanted to share this small piece of creative writing. It was cobbled together earlier this year while I was turning myself inside out trying to meet various submission deadlines. It’s a change of pace for this blog, but I hope you enjoy it nonetheless. I call it, The Paper:. Tick, Tock. Tick, Tock. Steadily forward march the hands of the clock. The paper needs writing, results must be got;. Forget about sleep or all is for naught! Tick, Tock. Tick, Tock. The stand...

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Shortest Path | Pathfinding and AI in games

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