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Author
Paull, Gregory H.
Darken, Christian J.
Date
2004
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Abstract
Most first-person shooter game AI's are poor at quickly getting out of lines of fire. AI agents that pass up obvious opportunities to hide or take cover can ruin a game immersiveness. We will present a system that combines the sensor grid algorithm (Darken 2004) with pathnode-based information. This system relies on cover information stored in the path nodes placed throughout the level and performs a focused run-time search in the immediate vcinity of the agent if the node based information is sufficient. This allows it to be both fast and able to react to changes in the environment.
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This publication is a work of the U.S. Government as defined in Title 17, United States Code, Section 101. Copyright protection is not available for this work in the United States.
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http://hdl.handle.net/10945/36620
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NPS Dudley Knox LibraryDUDLEY KNOX LIBRARY
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