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UID:news199@dmi.unibas.ch
DTSTAMP;TZID=Europe/Zurich:20181113T175346
DTSTART;TZID=Europe/Zurich:20180227T121500
SUMMARY:Computer Science Colloquium: Nathan Sturtevant 
DESCRIPTION:Abstract: What does it take to build a high-quality pathfinding
  engine? One might think that pathfinding in games is a simple case of usi
 ng A*\, which finds shortest paths. But\, in practice\, there are many oth
 er considerations for finding high-quality paths quickly in dynamic enviro
 nments. This talk will give an overview of the techniques required to buil
 d the pathfinding engine of Dragon Age: Origins. Five iterations of improv
 ements will be presented\, starting from basic pathfinding approaches\, an
 d moving to a final system that creates high-quality\, smooth paths. To co
 nclude\, we will discuss open challenges in pathfinding and what it would 
 take to create a pathfinding system that finds human-quality paths.\\r\\nS
 peaker Bio: Nathan Sturtevant is an Associate Professor in the Computer Sc
 ience Department at the University of Denver. His scientific research focu
 ses on search in Artificial Intelligence. This includes work on heuristic 
 and combinatorial search for single and multiple agents\, including bidire
 ctional search\, automated abstraction\, heuristics\, refinement search\, 
 search for game design\, heuristic learning\, inconsistent heuristics\, co
 operative search\, large-scale and parallel search.Particular applications
  include pathfinding and planning in memory-constrained real-time environm
 ents (e.g. commercial video games) as well as algorithms for building and 
 using memory-based heuristics via large-scale search. Other work considers
  theoretical and practical issues in games with more than two players\, in
 cluding opponent modeling\, learning\, and imperfect information.
X-ALT-DESC:\n<b>Abstract:</b> What does it take to build a high-quality pat
 hfinding engine? One might think that pathfinding in games is a simple cas
 e of using A*\, which finds shortest paths. But\, in practice\, there are 
 many other considerations for finding high-quality paths quickly in dynami
 c environments. This talk will give an overview of the techniques required
  to build the pathfinding engine of Dragon Age: Origins. Five iterations o
 f improvements will be presented\, starting from basic pathfinding approac
 hes\, and moving to a final system that creates high-quality\, smooth path
 s. To conclude\, we will discuss open challenges in pathfinding and what i
 t would take to create a pathfinding system that finds human-quality paths
 .\n<b>Speaker Bio:</b> Nathan Sturtevant is an Associate Professor in the 
 Computer Science Department at the University of Denver. His scientific re
 search focuses on search in Artificial Intelligence. This includes work on
  heuristic and combinatorial search for single and multiple agents\, inclu
 ding bidirectional search\, automated abstraction\, heuristics\, refinemen
 t search\, search for game design\, heuristic learning\, inconsistent heur
 istics\, cooperative search\, large-scale and parallel search.<br />Partic
 ular applications include pathfinding and planning in memory-constrained r
 eal-time environments (e.g. commercial video games) as well as algorithms 
 for building and using memory-based heuristics via large-scale search. Oth
 er work considers theoretical and practical issues in games with more than
  two players\, including opponent modeling\, learning\, and imperfect info
 rmation.
DTEND;TZID=Europe/Zurich:20180227T140000
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