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Games Kynogon markets Kynapse for games the most widely used A.I. middleware within the game development community with clients such as A2M, Activision, Atari, Bethesda Softworks, Blitz, Digital Illusion CE, Electronic Arts, Lionhead Studios, Real Time World, Spark Unlimited, SEGA, Sony Online, THQ, Turbine, etc. Kynapse has been used in the development of more than 60 of some of the best known game titles including Alone in the Dark 5, Crackdown, Fable 2, Medal of Honor: Airborne, Sacred 2 and The Lord of the Rings Online™: Shadows of Angmar™. Kynapse for games also exists as integrated into the Unreal Engine 3 developed by Epic Games. Kynogon is a member of Epic's Integrated Partner Program. Kynapse for games can be licensed for PLAYSTATION®3, PSP™, PlayStation®2, Xbox 360™, Xbox™, Wii™, and GameCube™ consoles as well as PC (Windows and Linux). It brings innovation (3D dynamic topology analysis, hierarchical 3D dynamic pathfinding, ...) as well as efficient production tools (automatic pathfinding and perception data generator, ...). Kynapse generic A.I. architecture structures code development, facilitates re-usability and team communication. Kynapse is also fully open for customization with high level performance.
Technical documents |
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White paper #3 : Large Scale A.I. |
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New generation consoles (PS3, XBox 360) and recent PCs fundamentally reassess the way A.I. fits into the whole game development process, from initial game designing to final tests. Large Scale A.I. becomes key: A.I. must often simultaneously handle several hundreds or even thousands of NPCs (Non Player Characters) living in complex 3D environments of several dozens of square kilometers. It is obviously not possible to handle such huge worlds and such huge amounts of NPCs with existing technical solutions. Following questions arise: |
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White paper #2: 3D Pathfinding |
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A game without Non Player Characters (NPCs) moving around is an interesting challenge for a designer ! Moving is the foundation of action: an NPC that cannot move will not pick up objects, attack, hide, implement tactics, etc. Pathfinding, the technology required to move characters, is therefore a must for almost every game. This is probably the reason why game developers have been working on pathfinding for years and why it’s extensively discussed in many articles and conferences. It is unusual to see a development team without pathfinding experience. |
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White paper #1 : Perception |
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Game developers often perceive A.I. as high level decision making processes with autonomous Non Player Characters (NPC). As a consequence, they are frightened to loose control of their game: NPCs making autonomous decisions will not stay in line with their scenario. Simple decision processes like scripts or Finite State Machines are usually more relevant for games. |




