- A* Pathfinding for Beginners
Introduction to the A* path finding algorithm.
http://www.policyalmanac.org/games/aStarTutorial.htm
(Added: Mon Apr 03 2006 Rating: 0.00 Votes: 0)
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- AAAI page on Video Games, Toys, Robotic Pets & Entertainment
AI Topics provides basic, understandable information and helpful resources concerning artificial intelligence, with an emphasis on material available online.
http://www.aaai.org/AITopics/html/video.html
(Added: Thu Apr 06 2006 Rating: 0.00 Votes: 0)
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- AI Wisdom
Contains a comprehensive database of Artificial Intelligence articles specific to games that appeared in game programming books, magazines, conferences, or on the Internet.
http://www.aiwisdom.com
(Added: Mon Apr 03 2006 Rating: 0.00 Votes: 0)
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- Amit's Thoughts on Path-Finding
Online paper about path-finding, including the A* algorithm and a greedy algorithm. Implementation notes, precalculation, map representations, heuristics, applications.
http://theory.stanford.edu/~amitp/GameProgramming/
(Added: Wed Apr 05 2006 Rating: 0.00 Votes: 0)
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- Artificial Intelligence (AI) for Computer Games
Companion site for the book "Artificial Intelligence for Computer Games: An Introduction." Includes bibliography, chapter guide, errata, and relevant links.
http://ai4games.sourceforge.net/
(Added: Thu Apr 06 2006 Rating: 0.00 Votes: 0)
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- ASCII Robot Soccer
Unix soccer-like testbed. Source code (C++ with curses and termcap), executable, and screenshots.
http://www.cs.cmu.edu/~trb/soccer/
(Added: Wed Apr 05 2006 Rating: 0.00 Votes: 0)
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- CGF-AI Links to Game AI and Tactical AI Resources
A number of annotated links referring to tactical AI (for games, military simulations, or academic applications) and general game AI.
http://www.cgf-ai.com/links.html
(Added: Wed Apr 05 2006 Rating: 0.00 Votes: 0)
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- Chinook
Checkers program written by Jonathan Schaeffer et al.; play online. Publications, endgame database statistics, game records.
http://www.cs.ualberta.ca/~chinook/
(Added: Thu Apr 06 2006 Rating: 0.00 Votes: 0)
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- Command Forces Simulation (CFOR)
Battlefield command and control testbed and knowledge base. Publications, source code, documentation.
http://ms.ie.org/cfor
(Added: Mon Apr 03 2006 Rating: 0.00 Votes: 0)
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- Dynamic Stochastic Control - A New Approach To Game Tree Searching
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
(Added: Thu Apr 06 2006 Rating: 0.00 Votes: 0)
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- Excalibur
Our goal is to develop a generic architecture for autonomously operating agents, like computer-guided characters/mobiles/items, within a complex computer-game environment.
http://www.ai-center.com/projects/excalibur/
(Added: Mon Apr 03 2006 Rating: 0.00 Votes: 0)
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- Game AI
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.
http://www.gameai.com/ai.html
(Added: Thu Apr 06 2006 Rating: 0.00 Votes: 0)
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- Game Semantics or Linear Logic?
A discussion of how linear logic relates to computability logic, - the game-sematically introduced logic of computational resources and interactive computation.
http://www.csc.villanova.edu/~japaridz/CL/gsoll.html
(Added: Mon Apr 03 2006 Rating: 0.00 Votes: 0)
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- GameDev.net -- Artificial Intelligence
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!
http://www.gamedev.net/reference/list.asp?categoryid=18
(Added: Thu Apr 06 2006 Rating: 0.00 Votes: 0)
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- GAMES Research Group
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
(Added: Wed Apr 05 2006 Rating: 0.00 Votes: 0)
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- GIB Research
Bridge program written by Matthew Ginsberg. Results, publications, library of deals with double-dummy tricks for each trump suit.
http://www.cirl.uoregon.edu/ginsberg/gibresearch.html
(Added: Mon Apr 03 2006 Rating: 0.00 Votes: 0)
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- Goal Seeker -- Solving the 15 Puzzle
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.
http://sourceforge.net/projects/goalseeker/
(Added: Thu Apr 06 2006 Rating: 0.00 Votes: 0)
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- GRIDWARS
The GRID WARS Challenge is a parallel programming challenge where developers submit battle programs that fight for control of parallel processors.
http://www.gridwars.com/
(Added: Mon Apr 03 2006 Rating: 0.00 Votes: 0)
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- Hannibal and Brutus
Othello programs written by Louis Geoffroy and Martin Piotte. Descriptions, results.
http://www.cam.org/~bigjeff/Hannibal.html
(Added: Wed Apr 05 2006 Rating: 0.00 Votes: 0)
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- IGDA - Artificial Intelligence Special Interest Group
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.
http://www.igda.org/ai/
(Added: Thu Apr 06 2006 Rating: 0.00 Votes: 0)
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- International Computer Games Association
Promotes computer chess programming, holds competitions with "computer" players, and publishes a quarterly journal.
http://www.cs.unimaas.nl/icga/
(Added: Mon Apr 03 2006 Rating: 0.00 Votes: 0)
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- John Laird's Artificial Intelligence & Computer Games Research
Information about some research on Computer Games and Artificial Intelligence in academia.
http://ai.eecs.umich.edu/people/laird/gamesresearch.html
(Added: Thu Apr 06 2006 Rating: 0.00 Votes: 0)
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- Kynogon, an Artificial Intelligence expert for the video game industry
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.
http://www.kynogon.com
(Added: Mon Apr 03 2006 Rating: 0.00 Votes: 0)
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- Logistello
Othello program written by Michael Buro. Publications, game records.
http://www.cs.ualberta.ca/~mburo/log.html
(Added: Mon Apr 03 2006 Rating: 0.00 Votes: 0)
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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, and other methods.
http://satirist.org/learn-game/
(Added: Mon Apr 03 2006 Rating: 0.00 Votes: 0)
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