The AI from Half-Life’s SDK in Retrospective
aigamedev.com/source/halflife-sdk
“The whole AI logic is hard-coded in C++ and isn’t overly object-oriented, so it’s much easier to follow than recent data-driven engines (although it’s not as straightforward to extend).”
“…looks into the publicly available SDK for Half-Life 1, analyzing the various aspects of the AI such as the task scheduling system, its state-machine like implementation, and the sensory system.”
The Use of Artificial Intelligence in the Computer Game Industry Lars Liden
ai.eecs.umich.edu/people/laird/g … /Liden.ppt
“Using Half-Life as an example, Lars discusses the components of an AI system, decision making, tactical analysis and artificial stupidity.”
A great general overview, loved the part on artificial stupidity.
Seeking and Fleeing AI Algorithms
vb6.us/tutorials/seeking-and … rithms-vb6
Well written, just need to translate into Python and review some basic trig. to understand it better.
Finite State Machine Editor…Python
fsme.sourceforge.net/
“This is a tool where you can draw FSM diagrams, and then compile to a Python module (or C++ code.) It also makes an XML description of the FSM.”
Good number of links! Thanks.
Fixing Pathfinding Once and For All (excellent article about pathfinding with navigation mesh):
ai-blog.net/archives/000152.html
Hi brian again, I’m just trying to reach you through multiple outlets. get back to me I’d love to chat and see what we can do for eaxh other