Coordinated Unit Movement |
| While pathfinding is a hot industry buzzword, it's only half of the solution. Movement, the execution of a given path, is the other half of the solution. For real-time strategy games, movement goes hand in hand with pathfinding and is a critical aspect to intelligent NPCs. Here's a lesson from one of the programmers of Age of Empires.
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Floyd's All Pairs Shortest Path Algorithm |
| Graph algorithms work on nodes and edges. Nodes and edges are represented in many ways. This well-known algorithm uses a connectivity matrix. The matrix is a square matrix with the number of columns and rows the same as there are Nodes.
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Motion Planning Using Potential Fields |
| Describes several pathfinding techniques using potential fields that can sometimes be used in places of the popular A* algorithm.
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Pawn Captures Wyvern: How Computer Chess Can Improve Your Pathfinding |
| There have been numerous papers published on how to improve the A* pathfinding algorithm. Some of these papers have come from ex-computer chess practitioners, who have been dealing with optimizing different search algorithms for the last thirty years. This paper will attempt to summarize some of these enhancements to A*, and show you why you would want to consider a "computer chess" style A* approach the next time you have to implement A*.
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Smart Move: Path-Finding |
| The shortest path isn't always the most efficient. Discover ways to give opponents some path-finding smarts.
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Toward More Realistic Pathfinding |
| Few things will jar players out of their immersion in a game faster than sloppy-looking AI. While sufficient CPU cycles are increasingly available to help craft better AI/player interaction, relatively few advancements have been made in recent years in game pathfinding. Pinter walks you through some modifications to the A* algorithm that can refine the movements of your game's units.
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