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Designing Artificial Intelligence for Games (Part 1) [Knowledgebase]
By Donald Kehoe
Over the course of the last few decades, the gaming industry has seen great strides. Beginning with simple games like Pong* and Pac-Man* which offered players a short escape from ... Posted: 2009-06-20 19:32:38 by ai , Artificial intelligence , artificial intelligence engine , multi-core , game development , visual computing Designing Artificial Intelligence for Games (part 2) [Knowledgebase] Perceptions and Path Finding
In the last article (part 1), I discussed ways to govern the basic decisions that an intelligent agent-as artificial intelligence (AI) research refers to entities that us ... Posted: 2009-06-17 14:04:48 by ai , Artificial intelligence , Multi-threading , artificial intelligence engine , multi-core , visual computing Designing Artificial Intelligence for Games (part 3) [Knowledgebase] By Donald Kehoe
Tactical and Strategic AI
When last we left out heroes (intelligent agents, or IAs), they had just been given the ability to see what is around them and to figure out where they are ... Posted: 2009-07-21 11:28:38 by ai , Artificial intelligence , Multi-threading , artificial intelligence engine , visual computing , tactical AI , path finding , strategic AI Designing Artificial Intelligence for Games (Part 4) [Knowledgebase]
By Donald Kehoe
Getting the Most out of Your AI: Threading
All the previous articles in this series have been laying the foundation for this. Hopefully, you now have a good understanding of what a ... Posted: 2009-08-19 09:26:51 by ai , Artificial intelligence , Multi-threading , artificial intelligence engine , game development