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dc.contributor.authorPaull, Gregory H.
dc.contributor.authorDarken, Christian J.
dc.date2004
dc.date.accessioned2013-09-25T22:58:02Z
dc.date.available2013-09-25T22:58:02Z
dc.date.issued2004
dc.identifier.citationProceedings of GAME-ON 2004.
dc.identifier.urihttp://hdl.handle.net/10945/36620
dc.description.abstractMost 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.en_US
dc.rightsThis publication is a work of the U.S. Government as defined in Title 17, United States Code, Section 101. As such, it is in the public domain, and under the provisions of Title 17, United States Code, Section 105, may not be copyrighted.en_US
dc.titleIntegrated On- and Off-Line Cover Finding and Exploitationen_US
dc.contributor.corporateNaval Postgraduate School, Monterey, California
dc.contributor.departmentComputer Science Department
dc.contributor.departmentMOVES Institute
dc.subject.authorAIen_US
dc.subject.authorFirst-Person Shooter (FPS)en_US
dc.subject.authorfinding coveren_US


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