This article has been originally published on Gamasutra. In the last article we introduced a basic approach for Inventory-Aware Pathfinding (IAP), a pathfinding algorithm capable of interacting with obstacles and not just avoiding them. If you have not read it, I encourage you to go back and read it to understand the basic challenges and the main ideas […]
As you probably know, last week I was at the DiGRA-FDG conference in Dundee, Scotland. The conference ended last week, but I have the urge to add something to a really interesting presentation I’ve attended during the first day at the workshop on Procedural Contents Generation. Before FDG, I was reading a small book on how […]
Sometimes, solving planning and pathfinding at the same time can save you a lot of time. It is the case of Inventory-Aware Pathfinding in which we want to solve pathfinding in a map constrained by the items brought by the agent (e.g., keys to open locked doors).
8th September 2016 Update: I uploaded these slides on SlideShare. You can see them here. Hi guys! In the last month I’ve prepared a presentation on Procedural Contents Generation history and techniques in commercial videogames. I did this presentation for a Game Jam some time ago and for a series of meetings in our university. I […]
Hi everyone! Sorry for the long absence but my days are really full of commitments and terrible news. It is still not over, but but I really need write about something before is too late. :) During the last 3th-7th October, the tenth conference on Artificial Intelligence for Interactive Digital Entertainment (AIIDE) was held in […]
Hi everyone! I’m back. In the last week I was in Prague to attend to the 21th European Conerence on Artificial Intelligence (a.k.a. ECAI2014). This was my first real academic conference since I started my Ph.D. in the last November. As I said before, conferences are amazing events where I get stressed like never before but, at […]