Pathfinding vs pathfollowing. Locamotion

Spatial: Pathfind & query


Battle Circle AI: Let Your Player Feel Like They're Fighting Lots of Enemies
A Data-Driven Architecture for Animation Selection, AIGPW1 p55-63. - 2002.
Realistic Character Behavior with Prioritized, Categorized Animation, AIGPW1 p64-70. - 2002.
Realistic Turning between Waypoints, AIGPW1 p186-192. - 2002.
Navigating Doors, Elevators, Ledges, and Other Obstacles, AIGPW1 p193-201. - 2002.
Simplified Animation Selection, AIGPW2 p249-261. - 2004.
Pluggable Animations, AIGPW2 p263-268. - 2004.
Intelligent Movement Animation for NPCs, AIGPW2 p269-279. - 2004.
Avoiding Dynamic Obstacles and Hazards, AIGPW2 p161-170. - 2004.
Flow Fields for Movement and Obstacle Avoidance, AIGPW3 p159-172. - 2006.
Real-Time Crowd Simulation Using AI.implant, AIGPW3 p233-248. - 2006.
Animation of The Order: 1886
Player Traversal Mechanics in the Vast World of Horizon Zero Dawn - 2017