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Pathfinding in games

: Botea, Adi; Bouzy, Bruno; Buro, Michael; Bauckhage, Christian; Nau, Dana

Volltext (PDF; )

Lucas, S.M.:
Artificial and Computational Intelligence in Games : A follow-up to Dagsthul Seminar 12191, 06.-11.05.2012, Wadern
Red Hook, NY: Curran, 2013 (Dagstuhl follow-ups 6)
ISBN: 978-3-939897-62-0
ISBN: 978-1-5108-0578-1
Dagstuhl Seminar "Artificial and Computational Intelligence in Games" <2012, Wadern>
Konferenzbeitrag, Elektronische Publikation
Fraunhofer IAIS ()
AI; Games

Commercial games can be an excellent testbed to artificial intelligence (AI) research, being a middle ground between synthetic, highly abstracted academic benchmarks, and more intricate problems from real life. Among the many AI techniques and problems relevant to games, such as learning, planning, and natural language processing, pathfinding stands out as one of the most common applications of AI research to games. In this document we survey recent work in pathfinding in games. Then we identify some challenges and potential directions for future work. This chapter summarizes the discussions held in the pathfinding workgroup.