Optimized Machine Learning with GoCap
Topics: Learning; Genres: General
Abstract:
Area Navigation: Expanding the Path-Finding Paradigm
Topics: Pathfinding; Genres: General
Abstract:
Function Pointer-Based, Embedded Finite-State Machines | |
Topics: State Machines, FSM; Genres: General
Abstract: This article examines the use of function pointers in creating a inheritable base class for adding finite state machine (FSM) functionality to new or existing C++ classes. The function pointer implementation replaces the classic switch statement implementation commonly used to implement FSMs in game objects. The new implementation is designed to work well with C++ inheritance and function overloading and offers better performance and less maintenace than switch implementations.
Terrain Analysis in an RTS-The Hidden Giant
Topics: Tactical; Genres: RTS
Abstract:
A Extensible Trigger System for AI Agents, Objects, and Quests
Topics: Architecture, Trigger System, Scripting; Genres: General
Abstract:
Tactical Path-Finding with A* | |
Topics: A* Pathfinding, Tactical; Genres: General, FPS, RTS
Abstract: Tactical paths consider cover and stealth in addition to travel time. Although costs for cover and stealth are easily added to the A* cost function, this alone does not result in convincing tactical paths. This chapter analyzes the defects in these paths, and discusses tactical improvements: taking into account exposure time and enemy aiming behavior, and anticipating likely enemy movement. The extensions to the A* cost functions introduce additional run-time costs. This chapter discusses the costs, and provides work-arounds and optimizations to make tactical pathfinding more efficient.
A Fast Approach To Navigation Meshes
Topics: Pathfinding; Genres: General
Abstract:
Choosing a Relationship Between Path-Finding and Collision
Topics: Pathfinding; Genres: General
Abstract: