(This is an ongoing series. I’m referring to things I did in the previous installment. If you’re new to this, I recommend starting at the first episode.)
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I ended …
(This is an ongoing series. I’m referring to things I did in the previous installment. If you’re new to this, I recommend starting at the first episode.)
First part of this series | Previous | Next |Index
I ended …
This post is a collection for all the posts I’ve written about Starcraft AI so far. I intend to keep this updated, as new parts come out.
A curious AI problem: Build orders in Starcraft: Brood War (Part 0, basically)…
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In the latter part of the last episode, I outlined two problems I want to solve next. The first is to weigh in the direction of my target …
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In the last part, I managed to work out some bugs in my in-area jump point pathfinding. Again, let’s climb up a level of my rabbit hole. The end …
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First, a sub-problem from the last part. Given a start point, and a collection of endpoints, I’ll return the first endpoint that the flood fill reaches. This is …
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This time, I’ll continue working on the ground-only pathfinding. Last time I mentioned that BWEM returns a bunch of chokepoints, which are composed of WalkPositions. It looks like this:…
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As you might have guessed, the JPS code in the previous post wasn’t entirely correct. What a shocking revelation! I mean, it found some paths some times, much slower …