- Russell and Norvig, AI: A Modern Approach
- Ginsberg, Essentials of Artificial Intelligence
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.
Back: AI Techniques | Up: Home | Next: Map representations |
Last modified: Sun Nov 18 11:32:17 2001 From Amit's Game Programming Site | Copyright (C) 2000, Amit J. Patel |