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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 ...

Sandbox Release #6: A* Search, Hierarchical Representation, and HPA*
Premium Release February 8th, 2009

Sandbox Release #6: A* Search, Hierarchical Representation, and HPA*

In this release of the AiGameDev.com's sandbox, we've focused on pathfinding algorithms, most importantly making it easy to demonstrate the process and visualize the results easily. In particular, an abstract A* search was added and applied to a 2D waypoint grid. We also implemented a customized version of HPA* that re-uses the area generation algorithm. This clustering algorithm is now easier to customize ...

Modern Pathfinding Techniques
Premium Report February 3rd, 2009

Modern Pathfinding Techniques

This full report looks into the topic of pathfinding, focusing on challenges found in modern games. While the low-level algorithms like A* are well understood in theory, there's a huge gap before reaching an implementation of a system capable of robust path-planning and path-following in practice. In particular, problems like dealing with large worlds, moving realistically within dynamic crowds, pathfinding ...

Introversion's AI: Bringing the Darwinians to Life and Strategy in MULTIWINIA
Premium Interview January 31st, 2009

Introversion's AI: Bringing the Darwinians to Life and Strategy in ...

Learn about the design tricks that help bring the Darwinians to life in this 1h20 interview with Chris Delay, Lead Designer and Director at Introversion — the developer of Darwinia and Multiwinia. Chris goes into details about how instinctive behaviors work and they way they brought the Darwinians to life. He also talks about implementation of the behaviors, key challenges, performance and optimization ...

Crafting Animations for a Locomotion System
Premium Tutorial January 24th, 2009

Crafting Animations for a Locomotion System

In this session, Alex Champandard explains how to apply animation technology to create a locomotion system that can move characters around in space. In particular, you'll find out how to create the typical idle, walking, running, jogging and sprinting motions from action games. The process will be discussed from the perspective asset design and technological constraints too. You'll learn about whether looping ...

(Almost) Everything You Wanted to Know about Game AI [Bonus, Part 2]
Premium QA January 16th, 2009

(Almost) Everything You Wanted to Know about Game AI [Bonus, Part 2]

In this 2h bonus session, Alex Champandard talks about a variety of topics ranging from level scripting with triggers and event handlers, gameplay-friendly level design workflows, machine learning and case-based reasoning, embodiment and player-centric design, procedural narrative and story models, physics-based animation systems and more!

Near-Optimal Character Locomotion
Premium Interview January 7th, 2009

Near-Optimal Character Locomotion

Over the past few years, research in character animation has made huge progress — particularly in example-based motion synthesis, a technique that uses captured animations to generate new streams of motion. In particular, a recent paper entitled "Near-optimal Character Animation with Continuous Control" from the University of Washington at Siggraph 2007 is at the cutting edge of locomotion technology. ...

[Bonus] Research for Modeling Non-Linear Stories
Premium Masterclass December 29th, 2008

[Bonus] Research for Modeling Non-Linear Stories

In this session, Fabio Zambetta discusses the process of applying hybrid control policies (HCB) that combine fuzzy logic and discrete logic to story generation. In particular, he explains how to create the AI of high-level factions that can decide when and why to behave towards each other. The masterclass looks at strategies for controlling the outcome of such simulations, and uses a few examples to illustrate ...

Helios in METROID PRIME 3: Old-School Boss AI Meets Particle Swarms
Premium Interview December 20th, 2008

Helios in METROID PRIME 3: Old-School Boss AI Meets Particle Swarms

In this interview, Paul Tozour discusses his work on the AI of Metroid Prime 3, most notably the boss called Helios. He discusses the swarms in the game as the inspiration for Helios, and the various stages of the prototype. Paul also discusses the various levels of intelligence that goes into this multi-agent system, including the various forms of Helios: creature, shapes, swarm, multiple swarms, and ...