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Just posted a Wargame 55 Years in the Making Part 2

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Just posted a Wargame 55 Years in the Making Part 2 Empty Just posted a Wargame 55 Years in the Making Part 2

Post  Dr Ezra Sidran Mon Nov 21, 2016 7:34 pm

Sorry for being so long winded! I've just posted Part 2 of a Wargame 55 Years in the Making (http://general-staff.com/a-wargame-55-years-in-the-making-part-2/).

This week I talk about my work around 2000 and tactical and strategic artificial intelligence (AI) and optimized least weighted path algorithms. There are plenty of interesting images so it's not as dry as it sounds!

Dr Ezra Sidran

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http://general-staff.com/

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Post  Uncle Billy Wed Nov 23, 2016 1:27 pm

It's a pity you were not part of the Scourge of War team. The game would have benefited greatly from your work on optimal pathfinding. Taking account of enemy artillery ZOC is something virtually no game does. Units happily walk through these fire zones on their way to their destination.
Uncle Billy
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Just posted a Wargame 55 Years in the Making Part 2 Empty Pathfinding around enemy range of influence (or zone of control)

Post  Dr Ezra Sidran Wed Nov 23, 2016 2:09 pm

What I find upsetting is that all my research has been published and is readily available either through academic sites (ResearchGate, Academia.edu, etc.) or by contacting me directly. As we will see in my next installment my work is often downloaded, read and used, but not by who you think:
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Post  Uncle Billy Wed Nov 23, 2016 11:54 pm

I guess that's not surprising as your publications are in scholarly journals. There probably aren't too many game designers that search for info in that environment. They likely do a quick search via google or on game designer forums, find A*, and that's that.
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Post  Dr Ezra Sidran Thu Nov 24, 2016 1:29 am

That is absolutely correct. Of course, I can lecture for hours on A*. It's a topic that I find very interesting.

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