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archives

Artificial Intelligence

This category contains 10 posts

Pathfinding Thesis Complete

WOOT! My thesis, the bane of my existence for the last 2 years, is finally done! Its basically a review of the video game pathfinding field as well as presenting a novel grid map search technique: the spatial grid A*. The version linked below is the final draft that is being submitted to my faculty. Thesis: Video … Continue reading »

A Robust Explosion Hit Check Technique

In a recent technical interview I got asked the following question: “if an explosion occurs i.e. from a grenade, how would you determine which characters in the game are affected”. This was a question that I couldnt answer at the time which annoyed the hell out of me and it’s been sitting in the back of my head … Continue reading »

Optimizing the A* algorithm

So I’ve recently completed my MSc thesis on video game pathfinding and I guess it’s a little weird for someone who spent the last year focusing on game AI and pathfinding to not actually spend much time blogging about it. I figured that I spent the time today and write a short post on optimizing … Continue reading »

Final Simulation Results

I recently posted about some preliminary results for my prototype algorithm, I now have the final results for both BGMAPs and my own set of RTS style game maps. Both sets of maps were sized at 512×512. The RTS maps are simple island style maps which I made more complex that the average RTS map found … Continue reading »

Preliminary Pathfinding Results for my Prototype Algorithm

It’s been a while since I’ve posted about anything pathfinding related. I’m currently wrapping up my thesis and once I finish work on this prototype algorithm all I need to do is write up my results and my thesis is complete. My prototype algorithm is based on a pretty stupid premise so I wont go … Continue reading »

The NMD Engine – A work in progress

I’ve been rather quiet of late, I made some rather large changes in the direction of my master’s thesis and have spent a lot of time on replanning and restructuring my work. I initially intended to do my thesis on real-time pathfinding in dynamic environments, this is still the case but I realised during my research that … Continue reading »

Some Graph Performance Observations

I’m doing my masters thesis on game pathfinding and this pretty much boils down to implementing comparing graph search algorithms (and hopefully developing a new algorithm). Now to implement and test the various algorithm I need to maintain a level of consistency  in the implementations so my first step was to start planning and development … Continue reading »

Pathfinding Work

I’m currently doing my masters degree in video game pathfinding, and progress has unfortunately been rather slow, I spent most of last year planning my pathfinding framework and doing my literature survey, so far I’ve written a basic map generator, a very rough framework with a working (but not optimized A*)  and a very rough … Continue reading »

C++ Back Propagation Neural Network Code v2

There was a lot of feedback on my neural network implementation, mostly regarding architectural suggestion so i sat down and rewrote my neural network implementation, its pretty elegant now. I seperated the training of the network from the actual network itself and so i have a basic feed forward network, a data set reader and a … Continue reading »

Basic Neural Network Tutorial : C++ Implementation and Source Code

So I’ve now finished the first version of my second neural network tutorial covering the implementation and training of a neural network. I noticed mistakes and better ways of phrasing things in the first tutorial (thanks for the comments guys) and rewrote large sections. This will probably occur with this tutorial in the coming week … Continue reading »