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An AI Module System for Real-time Games (xymosBot system)

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By Laurence Hufford

abstract

When this project was started it was intended to be a system by which a user could specify routes around a map, along which a given number of computer controlled characters (bots) would traverse, the results of which would be saved to a file. This data could then be imported into Maya using the MEL scripting language and used to generate a number of motion paths that 3D models would be animated along. The program would have had a GUI that would allow the user to control every aspect of program. In the process of producing this a lot of design work went into the GUI. When it came to designing the AI that would move the bots, however, it was realized that this was a fairly huge subject in it?s own right, one that the author has been fascinated by for a long time. It was at this point that the project changed direction, as EITHER a very simplistic, non-expandable AI model with a user interface and connection to Maya OR an open-ended experimentation into what was possible with AI in terms of real-time game applications could be produced. The expandable game system was chosen, as it would provide a lot more scope for improvement and innovation, and be a lot more enjoyable project to produce.

files

LHufford.zip

xymosBot Report.doc

xymosBot Report.pdf

xymosBot User Guide.doc

xymosBot User Guide.pdf

files

LHufford.zip

xymosBot-Report.doc

xymosBot-Report.pdf

xymosBot-User-Guide.doc

xymosBot-User-Guide.pdf

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