Lecture 11-14-11: AI

by Mike Gleicher on November 15, 2011

This was a brief scan through some ideas in AI and path planning and algorithms for games and …

I had a rough outline, and referred to old notes. Topics

  • AI Overview (what is AI, why for games?)
  • Reactive vs Contemplative -> Maps
  • Chessboard transforms, EDT, Geodesic transforms
  • Search in Discrete spaces
  • Trees, Minimax
  • Pathplanning, Navigation Meshes, PRM
  • Dijkstra’s algorithm, A*
  • Believable vs. practical AI

AI Notes from Previous Games Class

ai-notes (old and outline for 2011)

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