Insider Report

Terrain Representation: AI Hints and Spatial Data-structures

Alex J. Champandard on September 28, 2008

To do any kind of reasoning, you need a robust underlying representation. Making decisions based on the terrain is no different, but it requires a specialized approach to be effective — and efficient.

This is the second PDF teaser on the subject of Terrain Analysis and Reasoning. You can find the first part on Terrain Annotations here. More reports of this type will be released as part of the membership program starting on October 1st.

Once again, thanks to our resident experts who contributed to this report:

  • Kevin Dill — Works as a Senior AI Programmer at Rockstar, having previously worked on Master of Orion 3, and Kohan 2.

  • Sergio Garces — Is a Senior AI Programmer at Radical on Prototype. He previously worked the AI of Praetorians and Imperial Glory.

  • William van der Sterren — As a consultant for CGF-AI, he assisted Guerrilla Games in creating the AI for Killzone and Shellshock Nam ’67.

  • Paul Tozour — Is best known for creating the AI for Metroid Prime 2 & 3, as well as Deus Ex 2 and Thief 3 currently on Project Offset at Intel.

You can download the whole thing here:

Terrain Reasoning, Special Report — Part 2
Download PDF (2.3 Mb, 14 Pages)

If you have any questions or comments about this second part of the report, feel free to post them in the corresponding thread forums.

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