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I wonder if they tried the modified J* algorithm (an optimization of A* for games graph/path-finding) before going down this research route. It's in Game AI Pr
by softfalcon 3y ago
I wonder if they tried the modified J* algorithm (an optimization of A* for games graph/path-finding) before going down this research route.
It's in Game AI Pro 2 [0] if anyone is curious.
[0] https://www.amazon.ca/Game-AI-Pro-Collected-Professionals/dp/1482254794 https://www.amazon.ca/Game-AI-Pro-Collected-Professionals/dp...
- mysterydip 3y agoI love these books (and nice to see Steve Rabin still doing them), but $120 for an ebook? That's unexpected.
- hlfshell 3y agoIf you consider it like a textbook (very small niche audience for very specialized knowledge) it does kind of match up due to the small expected volume to sell. Authors still gotta eat.
- deleted 3y ago[deleted]
- setr 3y agoWorse yet… the game ai pro books are entirely free for digital copies. You’d basically be paying $120 for it to be stitched together into a single pdf, instead of one per chapter http://www.gameaipro.com/ http://www.gameaipro.com/
- cjaybo 3y agoThat’s one expensive imagemagick command!
- leeoniya 3y agoalso https://github.com/anvaka/ngraph.path https://github.com/anvaka/ngraph.path
- ogogmad 3y agoTo be fair, they said at the end that their path-finder is not yet competitive with the SOTA. The paper tests how well a transformer does at predicting an execution trace (like in a JIT compiler) and whether this can help improve heuristics in things like path-finding. I'm weary because transformers are slow.