How does videogame AI find its path and beat you at chess? (MiniMax, Dijkstra, A*) | Bitwise
By DigiDigger
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This video was sponsored by Brilliant. Keep exploring at http://brilliant.org/DigiDigger. Get started for free, and hurry—the first 200 people get 20% off an annual premium subscription. How does the Artificial Intelligence (AI) work in video games? In part 1 of this video we will show how you can make an AI that can beat you at tic-tac-toe or chess and how NPCs can find their way to their destination in a digital world. I will explain MiniMax trees and pathfinding algorithms such as Breadth-First Search, Dijkstra's Algorithm and A*. It seems my source was incorrect about the complexity of the Pacman Algorithm. Based on an interview with Toru Iwatani, there is indeed more to it: https://programmersatwork.wordpress.com/toru-iwatani-1986-pacman-designer/ To learn more check out this wonderful explanation: https://www.youtube.com/watch?v=ataGotQ7ir8 Timestamps 0:00 Intro 3:00 How do MiniMax trees work? 7:05 How does Breadth First Search work? 8:24 How does Dijkstra's Algorithm work?
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