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Artificial Intelligence - Hardcore AI puter Games and Animation.pdf

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文档介绍:Hardcore AI puter Games and Animation
SIGGRAPH 98 Course Notes
by
John David Funge
Copyright
c 1998 by John David Funge
-ii-
Abstract
Hardcore AI puter Games and Animation
SIGGRAPH 98 Course Notes
John David Funge
1998
e to this tutorial on AI puter Games and Animation. These course notes consist of two parts:
Part I is a short overview that misses out lots of details.
Part II goes into all these details in great depth.
- iii -
-iv-
Biography
John Funge is a member of Intel’s graphics research group. He received a BS in Mathematics from King’s College
London in 1990, a MS puter Science from Oxford University in 1991, and a PhD puter Science from the
University of Toronto in 1998. It was during his time at Oxford that John became interested puter graphics. He
missioned by Channel 4 television to perform a preliminary study on a puter game show. This
made him acutely aware of the difficulties associated with developing intelligent characters. Therefore, for his PhD at
the University of Toronto he essfully developed a new approach to high-level control of characters in games and
animation. John is the author of several papers and has given numerous talks on his work, including a technical sketch
at SIGGRAPH 97. His current research interests puter animation, computer games, interval arithmetic
and knowledge representation.
-v-
-vi-
Hardcore AI puter Games and Animation
Siggraph Course Notes (Part I)
John Funge and Xiaoyuan Tu
puter Research Lab
Intel Corporation
g
f john funge|xiaoyuan tu ***@.
Abstract
Recent work in behavioral animation has taken impressive steps toward autonomous, self-animating
characters for use in production animation puter games. It remains difficult, however, to direct
autonomous characters to perform specific tasks. To address this problem, we explore the use of cognitive
models. Cognitive models go beyond behavioral models in that they govern what a character knows, how
that knowledg

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