The latest generation of consoles presents an opportunity for studios to opt for quantity over quality, by adding many more characters in their games than was previously possible. These crowds can have a dramatic impact on both gameplay and the overall experience. This article looks at how you can simulate large numbers of […]
Navigation
Simulating Crowd Dynamics: Flow Lanes and Character Animation
April 25th, 2008 | Questions | Alex J. Champandard
The Secret to Designing Behavior Logic in Layers
February 1st, 2008 | Questions | Alex J. Champandard
In any part of your game, as the design gets more complex you’ll find it increasingly hard to build the logic to implement it. Whether it’s animation control, movement, individual orders, squad behaviors, level scripting, or game logic you’ll find the same problems as the system gets bigger.
The question is, how do you […]
Analyzing the AI Bot Library from the Quake 3 Source Code
January 14th, 2008 | Source Code | Alex J. Champandard
Quake 3 Arena makes for interesting study as it is fully open-source (except the tools), and the code contains a feature-complete death-match bot AI written in plain-old C; it’s surprisingly easy to follow when you understand the syntax of the language. As well as a simple goal architecture, you’ll find some solid technology in the Area Awareness System (AAS) and the pathfinding solution too (a.k.a. routing).
An Overview of the AI Architecture Inside the F.E.A.R. SDK
January 7th, 2008 | Source Code | Alex J. Champandard
This article looks into the latest SDK behind F.E.A.R., the hit first-person shooter acclaimed for its artificial intelligence. A majority of the AI code is available as part of the game source, and notably its famous STRIPS planner written by Jeff Orkin.
Learning to Move Autonomously in a Hostile World
November 15th, 2007 | Theory | Alex J. Champandard
This week’s Thursday Theory post on AiGameDev.com looks into applying reinforcement learning to bridge the gap between animation control and high-level AI logic. Specifically, this review covers autonomous characters that learn to move in a dynamic world, as developed by Leslie Ikemoto from the University of Berkeley.
Applying Rapidly-exploring Random Trees to Games
October 19th, 2007 | Questions | Alex J. Champandard
What are rapidly-exploring random trees and how can they be a applied to games? This article looks at the theory behind this algorithm, and shows how it can be applied in practice — including to animation, navigation graph generation, and motion planning.
Near-Optimal Hierarchical Pathfinding (HPA*)
October 11th, 2007 | Theory | Alex J. Champandard
This review explains one of the more recent innovations in path-finding to deal with greater numbers of actors and larger dynamic worlds. In particular, HP-A* (pronounced “A Star”) is capable of reducing memory usage and the cost of searching for an optimal path by automatically generating a hierarchical representation of the navigation grid.
Game AI Roundup Week #40 2007
October 6th, 2007 | Roundup | Alex J. Champandard
Saturday’s here so it’s time for some Smart Links from around the web! There are 9 interesting game AI links for you this week. Thanks everyone for your submissions. Also note the new splash screens for this category :-)
Also, I’ve put up a little Tumbleblog over at news.AiGameDev.com, which features all […]
How to Calculate Paths to Multiple Destinations
September 21st, 2007 | Questions | Alex J. Champandard
Let’s say your FPS bot needs to go to multiple places to pickup ammo, a weapon, and a health pack. How do you make sure the pathfinding takes into account the location of each object to provide the best overall path, rather than wander around picking up each object individually?

