PREMIUM & ULTIMATE Features

Sandbox Release #7: Motion Model, Step-Based Planning & Sample Framework
Ultimate Release March 11th, 2009

Sandbox Release #7: Motion Model, Step-Based Planning & Sample ...

For the seventh release of The AI Sandbox, we've applied the motion synthesis code to generate locomotion animations which can be directed towards points in space. This based on a motion graph which is built out of individual steps; this is the motion model. The A* algorithm is applied onto this to generate a sequence of motions which are carefully aligned and blended together. This release also contains ...

Navigation Mesh Generation via Voxelization and Watershed Partitioning
Premium Masterclass March 3rd, 2009

Navigation Mesh Generation via Voxelization and Watershed Partitioning

Learn how to turn a complex poly soup of triangles representing your game world into a simple but accurate mesh representation that you can use for navigation. The topics include voxelizing the polygons efficiently, ways to partition the voxels into areas, then turning these areas into triangle or convex polygons. Mikko demonstrates some real-world examples of his algorithm at work, and discuss possible ...

A Homegrown Abstract State Machine for Sports AI in NBA '09
Premium Masterclass February 24th, 2009

A Homegrown Abstract State Machine for Sports AI in NBA '09

Discover how the AI for Sony's basketball franchise was built with Lead AI Developer Brian Schwab. You'll learn about how the ASM concept was adapted and customized into a situation NBA '09. Find out how these ideas compare to behavior trees, what the editor looks like, and how Brian's situation system helped implement complex multi-agent behaviors that are 100x more detailed than 5 years ago...

High-Level Animation and Motion Planning
Premium Tutorial February 19th, 2009

High-Level Animation and Motion Planning

Building on top of the animation system and motion assets described in previous sessions, this masterclass focuses on locomotion and character animation logic. In particular, you'll learn about the major challenges of creating high-level animation logic and why HFSM are currently the most common approach. A solution based on behavior trees is also presented, showing how you can create goal-driven animation ...

Advanced Potential Fields in Practice for Efficient RTS Bots
Premium Masterclass February 10th, 2009

Advanced Potential Fields in Practice for Efficient RTS Bots

Discover advanced tricks using potential fields in this masterclass with Johan Hagelb├Ąck. In particular, this session discusses the process of accelerating high-level pathfinding using reactive lookups, as well as improving low-level navigation in dynamic environments (e.g. crowds) using a similar approach. These potential fields are also applied to tactical maneuvers such as attacking from a distance ...