D. Hunter Hale

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Artificial Intelligence for interactive characters is held back by the difficulty of actually creating those characters. There is a need for intuitive tools which simplify the process of building complex AI characters. In this paper, we present BehaviorShop, a tool for building interactive characters, and the results of a study to test the effectiveness and(More)
This paper presents a new method for decomposing environments of complex geometry into a navigation mesh represented by bounding geometry and a connectivity graph for real-time agent usage in virtual worlds. This is accomplished by the generation of a well-defined and high-coverage set of convex navigable regions and the connected gateways between them. The(More)
Good artificial intelligence for strategy and first person shooter games requires tactical information. Tactical information assists agents in choosing appropriate places to place vulnerable resources, safe paths for moving through the world, and the most effective places to attack the enemy. Unfortunately, providing this information can be very expensive,(More)
With the most resource intensive tasks in games offloaded to special purpose processors, game designers now have the opportunity to build richer characters using more complex AI techniques than have been used in the past. While additional CPU time makes improved AI feasible, better tools for building agents are needed to make good interactive characters a(More)
We present a novel algorithm developed for decomposing world-space into arbitrary sided high-order polyhedrons for use as navmeshes or other techniques requiring 3D world spatial decomposition. The Adaptive Space Filling Volumes 3D (ASFV3D) algorithm works by seeding world-space with a series of unit cubes. Each cube is then provided with the opportunity to(More)
We present a modified navigation mesh generation algorithm that allows the mesh to be dynamically altered at runtime. We accomplish this using an extension to the existing spatial decomposition algorithm ASFV (Adaptive Space Filling Volumes) that will allow the algorithm to dynamically adapt to changes to the underlying world geometry without having to(More)
This work presents an algorithm to provide a better representation of space to artificially intelligent characters (i.e., agents or bots) in game and simulation environments by providing a more accurate breakdown of the traversable space present in the game environment. Such representations are generally constructed by decomposing the walkable space present(More)