StarCraft 2 - Beta - 350+ Zergling Swarm - 1080p - Path Finding demo For this video I finally got around to demonstrating how god damn awesome Starcraft 2s pathfinding is. What better to demonstrate than with a swarm of 350+ zerglings. This is against the AI, hope you enjoy. ======================================== For more Starcraft 2 videos be sure to check my channel @ Subscribe / vote / link this to friends and all that Jazz! More videos coming! ======================================== Recorded @ 1920 x 1080 via fraps onto dedicated harddrive. Q6600 / 8800GT. All ingame Settings set to Max [aka ultra] If you fine ladies have suggestions for what'd ya'll like to see let me know!
Tank pathfinding v2 Well, the new pathfinding + steering code is in place. And it works decently. Made with Unity3D, Aron Granberg's C# A* implementation, and my custom steering/obstacle avoidance code. Currently, using simple waypoints. And as you can see near the end, one of the tanks gets stuck because it can't find a nearby waypoint in order to get out of a bad situation. :) Oh, sorry for all the camera faffing about. I tried to keep things steady, but I forgot to do it.
A-Star Path Finding Algorithm in Objective-C / Cocoa / Foundation Demo video showing the FindPathX demo, a simple implementation of the A-* (A star) path-finding algorithm implemented in Objective C using Foundation classes. Source code and XCode project can be downloaded here:
A* Personality-guided Pathfinding A quick implementation of the A* search algorithm made a year ago with the approach of making an agent choose path to the goal depending on it's personality/emotion. The blue squares represent walls, the green/red crosses represent friendly/dangerous areas. There are four different smilies with different personalities. The yellow is smart, the red is stressed, the blue is stupid and the green is drunk. The yellow one choose the optimal path taking account that speed increases in friendly areas. The stressed ignores any areas but runs faster. The drunk and stupid smile forgets about the goal sometimes and switch directions according to to different configurations of the algorithm.
The Pathfinding Charm: Majd Addin and William de Montferrat When NPC's are in pursuit of Altair and see him climbing, they will throw stones in effort to knock him down. The crouching stance that Altair takes when balancing on a structure counts as "climbing", and will invite NPC's to throw stones. You can force the NPC's to revert to pursuing Altair by jumping straight up while crouching. This usually lasts only for a moment, but you can continuously jump to achieve a long-acting effect. I call this exploit the "pathfinding charm" since it is as if Altair brainwashes the NPC's into chasing him (ie, finding a path to him). The pathfinding charm is often useful in setting up an obstruction charm for waypoint separation:
Supreme Commander 2 "Flowfield Pathfinding" Trailer A new trailer from Supreme Commander 2 shows off a new "Flowfield" method of pathfinding for groups of units in Gas Powered Games' upcoming RTS sequel. Lead designer Chris Taylor demonstrates the improvement over traditional RTS pathfinding thanks to an algorithm based on the University of Washington's "crown continuum" research, showing how groups of units can seamlessly maneuver around each other.
xaitMap - AI SDK -Dynamic 3D pathfinding (navigation mesh (navmesh) generation and pathfinding) This video gives an overview of how to easily generate a navigation mesh out of any 3D geometry, how xaitMap works and how dynamic pathfinding can be performed.
Pathfinding Bugs in Modern Games A demonstration of AI pathfinding bugs in some recent games. This video is intended as part of a broader discussion of some of the pathfinding issues modern games face, as well as their potential solutions. For more information, please see the associated blog post at www.ai-
Subversion Pathfinding Test New features in progress for Subversion, including a grid based pathfinding system.
3D pathfinding in destructible world (Kynapse AI) This is a demo developed by Kynogon. A path is computed over a rubble of hundreds of objects. An object is not blocking per se, it is the rubble of objects that creates the topological complexity.
Pathfinder 1.1 LSL pathfinding in Second Life. In this version, the cost of updating the pathfinding information is ameliorated across multiple timer calls to avoid stalling pathfinding queries. Instead of freezing waiting for pathfinding responses, the agents are instead occasionally sent in the wrong direction due to incorrect, partially updated pathfinding information.
Pathfinding 1/4 Exploring the path that is beyond civilization with ThePathlessPath Music: A Tribe Called Quest - "Can I Kick It" Go check out the Holons Network: People and stuff I may have mentioned: Preconquest Conciousness:
A* Pathfinding - AI Example (XNA) This was my first try to A* Pathfinding. It does the calculation in a milisec or so, I've just made that "step-trough" to make it more amuseing. Made with C# and XNA
Character pathfinding test1 Character navigation(waypoint/navmesh) Gameengine:unity3d
Path-Finding Demonstration Demonstration of implemntations of a few path-finding algorithms with a Pac-Man visual representation. Algorithms implemented: Breadth-first search Depth-first search with backtracking Steepest Ascent Hill Climbing A-Star
a star Pathfinding algorithm in Java Automatically provides the shortest route to its destination (the yellow balls) and brings it back to the castle. Build with Kareltje-API by Bo Pennings
Silkroad A* Path Finding #1 - A* path finding in Silkroad! We plan to put this into phBot. Sick Puppies - You're Going Down I DON'T CLAIM ANY RESPONSIBILITY FOR THESE SONGS, THEY ARE COPYRIGHTED TO THE OWNERS AND I AM NOT PROFITING BY PUTTING THEM ON YOUTUBE.
How It Works: A-Star (Pathfinding) Part 3/3 Part 3 of 3 of my little series on the A-Star pathfinding algorithm. Part 1: Part 2: Part 3: More Indepth information: All About Heuristics: theory.stanford.edu Any questions feel free to send me a message or post a comment. If you use my library please give me credit, just a thank you and I will be happy! Downloads: AStarTester Application (Compiled) AStarTester + LibAStar (Source)
Dragon Age pathfinding program put to the test (Edmonton) For one University of Alberta professor, making the move from California to Edmonton turned out to be the first step in becoming involved with an award-winning video game. Nathan Sturtevant came to the U of A from the University of California, Los Angeles, where his work focused on artificial intelligence programming for multiplayer games like hearts or Chinese checkers. Once in Edmonton, he met U of A vice-provost (information technology) Jonathan Shaeffer, whose games work Sturtevant was familiar with The U of A is well known for work in games and artificial intelligence, Sturtevant said. I knew that there are really great people to work with here and I was very happy to come up and be part of the group. Then, in 2005, Edmonton game developer BioWare, a big presence in the video game industry, approached the U of A computing science department, looking for help with a pathfinding challenge in their game Dragon Age: Origins. Pathfinding is a major element in most modern video games, but not one most gamers think about unless things goes wrong. The ability to click a computer mouse to set digital characters in motion perhaps seems like it should be intuitive in this day of blockbuster games, but getting around or navigating in a complex and crowded game environment can make the journey slow and frustrating, the exact opposite of what video games are expected to deliver. Pathfinding allows the game programming to break the planning process into components, one ...
CS2D Max A* Pathfinding A little demonstration of the A*-pathfinding which will be used for the bot AI and the hostages.
My first attempt at A* Pathfinding This is my very first attempt at pathfinding. I used the A* algorithm. Right now I use ordinary crappy searching to find the best node, but I'll add something like binary heap later. The search you see in the video took approx. 8 milliseconds, which can be improved by a better searching method. The orange squares represent nodes in the closed list, the blue squares are nodes in the open list, the lines pointing all over the place actually points toward the parent of a node. The small orange balls are positioned along the path. It took me 2 days to create this app, I used C++ and a small, lightweight DirectX graphics library made by Patrick Lester. Who also happens to have a great tutorial on A* pathfinding at:
Pathfinding 2/4 Exploring the path that is beyond civilization with ThePathlessPath Music: A Tribe Called Quest - "Can I Kick It" Go check out the Holons Network: People and stuff I may have mentioned: Preconquest Conciousness: Ernst Cassirer: * "Physical reality seems to recede in proportion as man's symbolic activity advances. Instead of dealing with things themselves man is in a sense of constantly conversing with himself. He has so enveloped himself in linguistic forms, in artistic images, in mythical symbols or religious rites that he cannot see or know anything except by the interposition of this artificial medium." (In An Essay on Man. New Haven, CN: Yale University Press, 1944, p. 25).
People&Zillo's RTS Engine - A Star PathFinding Best Path Finding using astar metod, and with path recalculate on terrain modified
Hierarchical A* Pathfinding This shows hierarchical A* search in action. The robot finds the pre-computed shortest path from the current waymarker to the user-selected waymarker. The pre-computation is done using A* search, which gives a guaranteed shortest path. If the selected waymarker is in another room, the robot will find the shortest path in terms of rooms (eg shortest path from room A to B is through rooms C and then D etc). Then within each room, the robot will find the shortest path from door to door. This hierarchical search carries on until the robot ends up in the final selected waymarker.
Unity Ray-based pathfinding (Dudebro II) Just an updated look at a pathfinding demo for Dudebro II
Dynamic 3D pathfinding (Kynapse AI) This is a demo of the Kynapse AI engine from Kynogon. A character evolves in a terrain with hundreds of dynamic crates creating very complex conglomerates for pathfinding. Dynamic avoidance alone would never be able to solve such a complex pathfinding.
The Blue Baron - Pathfinding Robot Made for my schools mandatory Science Fair. The robot is programmed in Actionscript 3.0, using phidgets () and their AS3 API. The maze is made of cardboard, plywood, foam, paint, and can be rearranged at will. The robot has some issues moving and rotating the right distance, but can make it through the maze with human help. The science fair is on February 29th, root for us! The total cost of the robot was around $300, not including the cost of the maze, flash, or my laptop. It was a fairly fun and frustrating project, and all that's left is the worst part- writing the paper and making the poster. The robot can make its way through any maze you set up, and keeps track of the data it senses to build the maze in memory so it can avoid backtracking. When there is no exit, it will visit every spot on the maze once, then stop. It will cover the entire surface of the maze in the smallest possible time. Therefore, when finding the exit, it will find it in no longer than the shortest possible time it takes to cover the entire maze. Plus, it records the path it takes and what the maze looks like. If we had more money, we could have made a solution to the running into walls. But my school would only repay us up to $400, and I didn't feel like spending too much of my own money on a school project. Also, I love actionscript, so the fact that there was an API for it made me REALLY happy.
Ziotic Server-Sided Pathfinding There was about 2 occasions in the above video that the path was not found. This is because the server was running on only one region file which is 64x64. When Ziotic is released, it will be running on the full world map.
Pathfinding Hearts kh amv with song pathfinders by elvenking clips: khvids doms kh vids is a division of zarked out productions
Multi-Agent Path Finding A multi-agent system I implemented to find the shortest route through this maze. It is modelled on the way an ant colony locates food. Each agent (the yellow dots) can only see the squares immediately above, below, to the left and to the right of its current position. It selects which square to move to at random. The likelihood of each square being selected is weighted based on the number of agents that reached the end that had passed over that square, how long they took to get there and how long ago that success was. The weights are represented by the green colours, with the intensity on a log scale. This is running at about 100 cycles per second, so each agent can move about 100 squares per second. The movie is at roughly real-time for the simulation at full speed on decent hardware. It is only running for about 25000 cycles here. I fully expect that a longer running simulation would clean up some of the messiness at the beginning of the maze.
Minecraft Craftizens NPC Pathfinding Demonstration A small demonstration of the current development status of the pathfinding module for Craftizens. NPCs are walking from Waypoint to Waypoint and skip the next if it is not reachable.
Pathfinding Simulator Demo A demo movie of the app I wrote to conduct my senior thesis in Spring Quarter 2009. For the thesis itself, I conducted a variety of tests on three pathfinding algorithms (A*, Dijkstra's algorithm, and D*) to assess their relative efficiency in different environments. I conducted the simulations and gathered all the data using this application. The app itself is written using my engine (seen in Homemade Game Engine Demo: /watch?v=wwApDRt0vLI ) in C/C++ using OpenGL and Quesa ( ). Most of the workings of the app are explained in the video (I recommend watching in HD for readability), but a few more notes • The graph trees/node sets are generated randomly in this demo - hence the last simulation where no path exists. You can also place the nodes in the environment manually, which would be more logical for actual game development. • The agent spawn and the goal are chosen, for each graph tree, at random from up to eight potential locations. All these, as well as the number of nodes you want, are specified in the script file for the environment. All content in this video is © 2009 Nikhil Krishnaswamy.
How It Works: A-Star (Pathfinding) Part 1/3 Part 1 of 3 of my little series on the A-Star pathfinding algorithm. Part 1: Part 2: Part 3: More Indepth information: All About Heuristics: theory.stanford.edu Any questions feel free to send me a message or post a comment. If you use my library please give me credit, just a thank you and I will be happy! Downloads: AStarTester Application (Compiled) AStarTester + LibAStar (Source)
Sheepish pathfinding This shows, how an AI uses pathfinding to collect the sheeps
Second Life Pathfinding Using Google Apps Engine The video shows a prototype pathfinding app that can be used with object in Second Life and OpenSim. When the user presses the get path button a http post is made to a Java servlet that contains the start node, the finish node, and the current state of the map. At the moment the servlet can only do Breadth First Search. The Java servlet then build the path and then sends the correct path back to the object. The Java Servlet is running using the Google Apps Engine.
A* (A-Star) Pathfinding Example Edit: This video is OLD! Check out my new AStar videos and there are links to the application and source code inside the info for them. New Videos: Part 1: Part 2: Part 3: Thanks. (This was an initial protoype of the AStar algorithm I had made as a proof of concept to myself, this video is poor quality and old, check out my new ones.)
Pathfinder LSL pathfinding in Second Life. The pathfinding script stores the distance from each point to the exit as 2 hex digits in a string. Agents query the pathfinding script to ask where to move. Squares tell the pathfinding script that they've become an obstacle when they're clicked on. The pathfinding sets the distance from the obstacle to FF and then updates the squares around it. If any of these squares are updated, the update region expands and more squares are updated.
How It Works: A-Star (Pathfinding) Part 2/3 Part 2 of 3 of my little series on the A-Star pathfinding algorithm. Part 1: Part 2: Part 3: More Indepth information: All About Heuristics: theory.stanford.edu Any questions feel free to send me a message or post a comment. If you use my library please give me credit, just a thank you and I will be happy! Downloads: AStarTester Application (Compiled) AStarTester + LibAStar (Source)
AI Pathfinding Demonstration The environment for the demonstration was provided by Professor Steve Rabin. First off a legend for the colors you'll see: Black: obstacles Pink: goal destination Blue: closed list Green: open list Cyan: nodes along the path before any reducing or smoothing Red: path the AI travels along; arrow heads show the number of nodes along the path This starts off with a demonstration of Dijkstra's Algorithm, by setting the heuristic weight to zero ie it only uses the distance traveled so far in its calculations. Next it shows traveling to the same location using a normal A* implementation with an admissible heuristic. Then it shows what happens when weighted in favor of the heuristic, thus making a more depth-first search for the goal. Afterward there is a demonstration on how, when a heuristic is more accurate, a slight weight in its favor can make a noticeable change. First we show Euclidean heuristic at 1.00 weight and then 1.01 weight. There isn't a noteworthy change. When we look at the more accurate cardinal/inter-cardinal heuristic, however, we see changing the weight from 1.00 to 1.01 removes the anomalies in the search pattern as it helps deal with the floating point errors that occur in the calculation of the cost to the goal. Finally, the video demonstrates the polishing touches to the AI. First there is rubberbanding, where the AI cuts across squares where it knows there to be no obstacles. Then there is smoothing in conjunction with it, using Catmull-Rom splines to ...
RTS - Pathfinding A* It's an A* (A star) path finding using quad tree nodes. It's incredibly fast. The fps on the video is low because of the recording, the real has not FPS hit at all.