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Othello program written by Michael Buro. Publications, game records.
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LOGISTELLO's Homepage Besides the powerful hardware on which it is running and the efficient implementation of standard game-tree searching techniques, the program's considerable playing strength is mainly due to several new approaches for the construction of evaluation features, their combination, selective search,...Unix soccer-like testbed. Source code (C++ with curses and termcap), executable, and screenshots.
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ASCII Soccer Soccer is a tool for investigating how groups of simple agents interact while playing a soccer-like game. You can create your own team strategies and test them against others. ASCII Soccer was developed by Tucker Balch a Ph.D. student in...Othello programs written by Louis Geoffroy and Martin Piotte. Descriptions, results.
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Othello: HANNIBAL You will find in this page: What is Hannibal Authors Historic Revision history Version 0.1 Version 0.1A Version 0.1B Version 0.1C Version 0.2 Version 0.3 Version 0.3A Version 0.4 Version 0.5 Features Algorithms Tournament and other results Handicaped versions What...Publications, predictions, source code, and quotes having to do with AI and artificial life in games; mostly commercial video games, some board and card games.
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The Game AI Page: Building Artificial Intelligence into Games AI...Battlefield command and control testbed and knowledge base. Publications, source code, documentation.
http://ms.ie.org/cfor
Online paper about path-finding, including the A* algorithm and a greedy algorithm. Implementation notes, precalculation, map representations, heuristics, applications.
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Amit's A* Pages Pathfinding addresses the problem of finding a good path from the starting point to the goal―avoiding obstacles, avoiding enemies, and minimizing costs (fuel, time, distance, equipment, money, etc Movement addresses the problem of taking a path and moving along it....Bridge program written by Matthew Ginsberg. Results, publications, library of deals with double-dummy tricks for each trump suit.
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GIB research page Ginsberg and uses techniques from artificial intelligence to build the world's first expert-level computer bridge player. The work has been supported in part by the Computational Intelligence Research Laboratory (CIRL) at the University of Oregon. GIB has received a great...Checkers program written by Jonathan Schaeffer et al.; play online. Publications, endgame database statistics, game records.
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Chinook Read some reviews of the book. Chinook is the World Man-Machine Champion, the first computer program to win a human world championship. This feat is recognized by the Guinness Book of World Records. Breaking News! We have achieved a milestone...Aims to develop a team of fully autonomous humanoid robots that can win against the human world soccer champion team.
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RoboCup Official Site Thank you for your supports! See you in Bremen 14-20 June, 2006 RoboCup is an international joint project to promote AI, robotics, and related field. It is an attempt to foster AI and intelligent robotics research by providing a standard...Description of simple techniques for controlling goal-directed motion of simulated characters around their world, for applications in games and animation. Includes Java demos and related links.
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Steering Behaviors For Autonomous Characters Characters background and update by Craig Reynolds Abstract: This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These steering behaviors are largely...Kynogon develops advanced AI solutions for the interactive entertainment industry and takes into account the uniqueness of each game. Costs are reduced, deadlines achieved and time-to-market respected.
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http www.kynogon.com Click here...Companion site for the book "Artificial Intelligence for Computer Games: An Introduction." Includes bibliography, chapter guide, errata, and relevant links.
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Artificial Intelligence (AI) for Computer Games Home Forge to promote the open source code associated with the following book: John Funge. Artificial Intelligence for Computer Games: An Introduction. A K Peters, Wellesley, MA. July 2004. For information on downloading the code, click on the code tab in...Information about some research on Computer Games and Artificial Intelligence in academia.
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John Laird's Computer Games Research This was presented as an invited talk at the National Conference on Artificial Intelligence (AAAI) on August 2, 2000 with Michael van Lent. A revised version of the above paper that emphasizes the different genres of AI in computer games:...Building Artificial Intelligence into Games
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The Game AI Page: Building Artificial Intelligence into Games AI...The GAMES research group produces high-performance, real-time programs for strategic game-playing. We have branched out into commercial games and applications of our research to industrial problems.
http://www.cs.ualberta.ca/~games
This site contains a comprehesive database of Artificial Intelligence articles specific to games that appeared in game programming books, magazines, conferences, or on the Internet.
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AIWisdom.com Game Articles Research Graphics articles specific to games that appeared in game programming books, magazines, conferences, or on the Internet. Most of the articles on this site cannot be searched anywhere else on the Internet. IntroGameDev.com While aiwisdom.com indexes AI and graphics articles,...IGDA has set up the AI Interface Standards Committee to develop AI interface standards for computer games. The initiative is a joint effort of game AI developers, middleware representatives, academics and other relevant experts.
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IGDA AI SIG I and will further enhance this page with general game AI links and information soon. The IGDA also hosts online discussion forums to faciliate peer-to-peer communication and the sharing of knowledge; feel free to dive into the related Programming Technology...AI Topics provides basic, understandable information and helpful resources concerning artificial intelligence, with an emphasis on material available online.
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Video Games, Toys, Robotic Pets Entertainment I stumbling on new ways of responding to the world, strategies and behaviors that weren't deliberately planned by the designers Steven Johnson Good Places to Start Redefining the Power of the Gamer The first Artificial Intelligence and Interactive Digital Entertainment...A number of annotated links referring to tactical AI (for games, military simulations, or academic applications) and general game AI.
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CGF-AI Links A separate page provides pointers and some analysis of state-of-the art AI implementations in todays tactical first-person shooters. Tactical AI Games The Integration of AI and Level Design in Halo, Jaime Griesemer Chris Butcher, Bungie/MGS, Game Developer Conference 2002 Annotated...Gamedev.net is the leading resource for game developers, featuring daily news updates, over 1500 featured articles and tutorials, dozens of game development jobs, and the most active game development forums anywhere!
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GameDev.net Artificial Intelligence What are the various algorithms? And more For more information about Artificial Intelligence, check out: Our Artificial Intelligence books. Our Artificial Intelligence forum. Resources Listed: 91 Jump To :AI TheoryGamingDocumentationGenetic AlgorithmsIntroductionNeural NetworksApplicationsPathfinding and SearchingNatural Language ProcessingAI Links Subcategory: AI Theory...Introduction to the A* path finding algorithm.
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A* Pathfinding for Beginners This article has been translated into Chinese, French, German, Portuguese, Russian, and Spanish. Other translations are welcome. See email address at the bottom of this article. The A pronounced A-star) algorithm can be complicated for beginners. While there are many...Information from the ICGA organization, contents of the ICGA Journal and information on game programming in Chess, Checkers, Bridge, Go, and many other games.
http://www.icga.org
Description of techniques to autonomously steer vehicles through a predefined virtual world. Simple behaviors (e.g. obstacle avoidance) can be combined to create more complex behaviors.
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The SteeringBehaviors Webpage ...A discussion of how linear logic relates to computability logic, - the game-sematically introduced logic of computational resources and interactive computation.
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Game Semantics or Linear Logic? Game semantics linear logic? So far games in logic have been mostly used to find models and semantical justifications for syntactically introduced popular systems such as intuitionistic logic or linear logic. The recently initiated line called computability logic changes the...An intelligent agent toolkit that lets you create behaviors within games and simulations quickly and easily, without programming, using its graphical user interface.
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SimBionic: Contact I middleware solution that helps designers and developers rapidly create intelligent behavior for games and simulations. SimBionic enables everyone to write smarter behaviors that are more realistic, challenging, and engaging. Recent News March 2005 SimBionic integrates with PathEngine, offering game...A JAVA framework that implements heuristic goal-seeking algorithms. Using this framework will allow developers to focus on a specific domain of interest, while leaving many of the AI concepts and goal-searching concepts to be implemented by the framework.
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SourceForge.net: Heuristic Goal-seeking Framework Provide feedback on this page Recently changed page Site Status SF.net Projects Heuristic Goal-seeking Framework Summary Heuristic Goal-seeking Framework Stats RSS Summary Admin Home Page Forums Tracker Bugs Support Requests Patches Feature Requests Mail Tasks Docs Screenshots News CVS Files...Unix soccer-like testbed. Source code (C++ with curses and termcap), executable, and screenshots.
http://www-2.cs.cmu.edu/~trb/soccer/
Robin Upton's Ph.D. Thesis uses this branch of Probability Theory to generalise conspiracy numbers, developing the search method known as PCN*, conspiracy probabilities.
http://www.robinupton.com/research/phd
Our goal is to develop a generic architecture for autonomously operating agents, like computer-guided characters/mobiles/items, within a complex computer-game environment.
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Excalibur Home Page The project has been discontinued as of May 31, 2005 see news item below Welcome to the EXCALIBUR project's homepage! Our goal is to develop a generic architecture for autonomously operating agents, like computer-guided characters/mobiles/items, within a complex computer-game environment....Review of research and implementations in Backgammon, Othello, soccer, and other games.
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Machine Learning in Games How computers can learn to get better at playing games. This site is for artificial intelligence researchers and intrepid game programmers. I describe game programs and their workings; they rely on heuristic search algorithms, neural networks, genetic algorithms, temporal differences,...