Graphics/Game Technology Papers by Ross Graham
In Proceedings of DIGRA 2005 Conference: Changing Views - Worlds in Play ps. 249-259, 2005
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in compute... more One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. This paper examines pathfinding algorithms used presently in games and details their shortcomings. These shortcomings are particularly apparent when pathfinding must be carried out in real-time in dynamic environments. This paper proposes a strategy by which machine learning techniques such as Artificial Neural Networks and Genetic Algorithms can be used to enhance traditional pathfinding algorithms to solve the real-time aspect of this problem. We describe a test bed system, currently in development, that incorporates these machine learning techniques in a 3D engine game.
Sixth Irish Workshop on Computer Graphics, 2005
Many 3D graphics applications require the presence of autonomous computer-controlled agents which... more Many 3D graphics applications require the presence of autonomous computer-controlled agents which are capable of navigating their way around a virtual 3D world. Computer games are an obvious example of this. One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. The two main components for basic real-time pathfinding are (i) travelling towards a specified goal and (ii) avoiding dynamic and static obstacles that may litter the path to this goal. The focus of this paper is how machine learning techniques, such as Artificial Neural Networks and Genetic Algorithms, can be used to enhance an AI agent’s ability to handle pathfinding in real-time by giving them an awareness of the virtual world around them through sensors. Thus the agents should be able to react in real-time to any dynamic changes that may occur in the game
Papers by Ross Graham
Digital Games Research Association Conference, May 31, 2005
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in compute... more One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. This paper examines pathfinding algorithms used presently in games and details their shortcomings. These shortcomings are particularly apparent when pathfinding must be carried out in real-time in dynamic environments. This paper proposes a strategy by which machine learning techniques such as Artificial Neural Networks and Genetic Algorithms can be used to enhance traditional pathfinding algorithms to solve the real-time aspect of this problem. We describe a test bed system, currently in development, that incorporates these machine learning techniques into a 3D game engine.
The ITB Journal, 2003
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in compute... more One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. This report will highlight pathfinding algorithms used presently in games and their shortcomings especially when dealing with real-time pathfinding. With the advances being made in other components, such as physics engines, it is AI that is impeding the next generation of computer games. This report will focus on how machine learning techniques such as Artificial Neural Networks and Genetic Algorithms can be used to enhance an agents ability to handle pathfinding in real-time.
The ITB Journal, 2004
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in compute... more One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. The two main components for basic real-time pathfinding are (i) travelling towards a specified goal and (ii) avoiding dynamic and static obstacles that may litter the path to this goal. The focus of this paper is how machine learning techniques, such as Artificial Neural Networks and Genetic Algorithms, can be used to enhance an AI agent’s ability to handle pathfinding in real-time by giving them an awareness of the virtual world around them through sensors. Thus the agents should be able to react in real-time to any dynamic changes that may occur in the game.
Many 3D graphics applications require the presence of autonomous computer-controlled agents which... more Many 3D graphics applications require the presence of autonomous computer-controlled agents which are capable of navigating their way around a virtual 3D world. Computer games are an obvious example of this. One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any
Abstract One of the greatest challenges in the design of realistic Artificial Intelligence (AI) i... more Abstract One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. This report will highlight pathfinding algorithms used ...
Conference of the Digital Games Research Association, 2005
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in compute... more One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. This paper examines pathfinding algorithms used presently in games and details their shortcomings. These shortcomings are particularly apparent when pathfinding must be carried out in real-time in dynamic
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in compute... more One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. This report will highlight pathfinding algorithms used presently in games and their shortcomings especially when dealing with real-time pathfinding. With the advances being made in other components, such
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in compute... more One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. This report will highlight pathfinding algorithms used presently in games and their shortcomings especially when dealing with real-time pathfinding. With the advances being made in other components, such
ITB Journal, 2004
ITB Journal Neural Networks for Real-time Pathfinding in Computer Games Ross Graham, Hugh McCabe ... more ITB Journal Neural Networks for Real-time Pathfinding in Computer Games Ross Graham, Hugh McCabe & Stephen Sheridan School of ... To achieve this with traditional methods would requirerunning the pathfinding algorithm at every move, this would be computationally ...
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Graphics/Game Technology Papers by Ross Graham
Papers by Ross Graham