AI Madness: Using AI to Bring Open-City Racing to Life December 2000 - Joe Adzima The title pretty much says it all for this interesting article. An optimal pathfinder for vehicles in real-world digital terrain maps Markus Jönsson
Pawn Captures Wyvern: How Computer Chess Can Improve Your Pathfinding Mark Brockington
Smart Moves: Intelligent Path-Finding Bryan Stout
Polygon Soup for the Programmer's Soul: 3D Pathfinding April 2002 - Patrick Smith This article describes how the data needed for path-finding algorithms can be automatically generated from an arbitrary 3D level. It also goes on to explain how to use this data to find shortest paths for both human entities and vehicles. All in all, a good article with several good ideas explained. Path Planning from Start to Finish 2002 - Alex Champandard This article discusses advantages and disadvantages as well as implementations of various path-finding algorithms. Examples are Dijkstra, A-Star, All-Pairs-Shortest-Path, etc. The Quake III Arena Bot June 2001 - Jean Paul van Waveren This article explains how the Q3A bots work, including path finding, decision making, chat bot, team work, etc. Minimax explained July 2002 - Paulo Pinto This is a good article that explains the Min-Max algorithm, as well as discussion of optimizations, for example Alpha-Beta cut-offs. Emergent Intelligence Aug 2002 - Danilo Benzatti This article discusses the intelligence of ants and how it can be used to model an AI capable of finding the shortest path. Amit's Thoughts on Path-Finding Nov 2001 - Amit J Patel This page has plenty of interesting tips and ideas on how to improve your path-finding algorithm. Amit's Game Programming Information
Fixing Pathfinding Once and For All Jul, 2008 A very good article showing the advantages of navigation meshes over other types of path info. Recast & Detour A tool kit for pathfinding. Includes a tool for building navigation meshes as well as a library to do pathfinding in it. Navigation Mesh Reference This article explains briefly how the navigation mesh in the Unreal 3 engine works, and how it is constructed. Fixing Pathfinding Once and For All July, 2008 - Paul Tozour This article gives strong arguments as to why navigation meshes is better than waypoint graphs. It doesn't go into technical detail on either implementation but do offer references to other related articles that do. Study: Navigation Mesh Generation 2010 - Stephen A. Pratt This article and source code explains how navigation meshes can be automatically generated from 3D world meshes. |