References

See Game Developer's AI page for some references, provided by Bryan Stout. There is a little bit of information in the class notes for an AI course.

General graph searching algorithms can be used for path-finding. Many algorithms textbooks describe graph searching algorithms that do not use heuristics (breadth-first search, depth-first search, Dijkstra's). Reading about them may help in understanding A*, which is a variant of Dijkstra's. Many AI textbooks will address graph searching algorithms that do use heuristics (best-first search, A*). Here are two that I have used:

For a good list of pointers to priority queue papers and implementations, see Lee Killough's Priority Queues page.

For non-path-finding algorithms, see John Lonningdal's web page.

To learn more about unit movement after a path has been found, see Pottinger's articles on unit movement and group movement. Also highly recommended are Craig Reynold's pages on steering and flocking. Geoff Howland has a great article about unit movement in general.


Last modified: Sun Nov 18 11:32:17 2001
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