While browsing the interwebs today we stumbled upon this nugget of an article on the convergence of robotics and video game pathfinding and AI. This article does a brilliant job of comparing the similarities and differences between AI as it applies to robotics applications and video games. Here at xaitment we try and take that approach with our own pathfinding product: xaitMap. In the same way this article provides a clearer picture of those similarities and differences, we strive to provide a visual solution to pathfinding with an easy to use graphical user interface. To learn more about xaitMap click here.
To learn more about the convergence of video game pathfinding and robotics continue reading below:
IndustryGamers recently ran an article called "AI: Building Smarter Games" for which Mike Walsh, CEO of xaitment, was featured. Here is an excerpt from the article:
"We all hope to see more intelligent games. Making the pictures prettier is nice, but if that's at the expense of good gameplay it's not going to be a great game. Many hardcore gamers would prefer a good game with smart enemies to a prettier game that is too easy because the opposition walks into walls or doesn't take cover. Will developers and publishers begin to design smarter, and not just prettier? Walsh is emphatic about the industry's focus: “I think it's absolutely gotta change.”
You can find the full article here: http://www.industrygamers.com/news/ai-building-smarter-games/
San Francisco, CA – Aug 10, 2011 – xaitment, the creators of advanced artificial intelligence (AI) middleware for video games and simulations, today announced that it has combined the previously named xaitMap and xaitMove products to create a single, new product named xaitMap 3.0. xaitment will demonstrate xaitMap 3.0 at gamescom 2011 (Hall 04.1, Stand D030).
xaitment has released new videos showing the latest product versions and lots of game titles using this technology.
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