Artificial Intelligence For Computer Games: An Introduction
Artificial Intelligence For Computer Games: An Introduction
Pro OGRE 3D Programming (Pro)
Real-time neuroevolution in the NERO video game
IEEE Transactions on Evolutionary Computation
CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
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Intelligent navigation and path-finding for computer-animated characters in graphical 3D environments is a major design challenge facing programmers of simulations, games, and cinematic productions. Designing agents for computer-animated characters that are required to both move intelligently around obstacles in the environment, and do so in a psycho-visually realistic way with smooth motion is often a too-difficult challenge - designers generally sacrifice intelligent navigation for realistic movement or vice-versa. We present here a specially adapted hybrid fuzzy A* algorithm as a viable solution to meet both of these challenges simultaneously. We discuss the application of this algorithm to animated characters and outline our proposed architecture for automatic tuning of this system.