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What you're looking for is influence maps. See the 2 articles linked below. They helped me tremendously when I was developing AI for a 2D game.

Another unrelated thing I found very useful is Floyd Warshall. It's a graph algorithm to compute efficiently ALL shortest paths between any 2 nodes. Real time pathfinding was too slow to use, had to precompute wherever possible, turns out most of the world is fixed and can be precomputed.

https://gameschoolgems.blogspot.com/2009/12/influence-maps-i...

https://gameschoolgems.blogspot.com/2010/03/influence-maps-i...

https://en.wikipedia.org/wiki/Floyd%E2%80%93Warshall_algorit...



Ah, influence mapping... I participated in a fun thread on comp.ai.games in 1995 where a lot of these ideas were first fleshed out.

http://zhar.net/projects/gameai/influence_map.html

My contribution was to use heat transfer calculations to model the battlefield as a conductive plate with units as heat constraints.

Fun times. I always wondered if that thread inspired any real world games.




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