Open Directory - Computers: Artificial Intelligence: Games
See also: - Description and analysis of several approaches is given with the postmortem example of usage in video game Dragon Age: Origins. [PDF] - An artificial intelligence path finding algorithm that is designed for beginners and the code files and examples are in flash. - Introduction to the A* path finding algorithm. - Focused on helping you make great AI (artificial intelligence) for your games and simulations. - A database of Artificial Intelligence articles specific to games that appeared in game programming books, magazines, conferences, or on the Internet. - Unix soccer-like testbed. Source code (C++ with curses and termcap), executable, and screenshots. - Online paper about path-finding, including the A* algorithm and a greedy algorithm. Implementation notes, precalculation, map representations, heuristics, applications. - Companion site for the book "Artificial Intelligence for Computer Games: An Introduction." Includes bibliography, chapter guide, errata, and relevant links. - Game AI middleware for robust 3D pathfinding, team coordination, crowd movement. High-performance optimization. Used in more than 100 titles. - A number of annotated links referring to tactical AI (for games, military simulations, or academic applications) and general game AI. - Checkers program written by Jonathan Schaeffer et al.; play online. Publications, endgame database statistics, game records. - Robin Upton's Ph.D. thesis uses this branch of probability theory to generalize conspiracy numbers, developing the search method known as PCN*, conspiracy probabilities. - Our goal is to develop a generic architecture for autonomously operating agents, like computer-guided characters/mobiles/items, within a complex computer-game environment. - A treasure-hunt game in a 3D world. Its purpose is to connect AI researchers with game players willing to provide feedback about the current state of the art. - A discussion of how linear logic relates to computability logic, - the game-sematically introduced logic of computational resources and interactive computation. - The Gomoku Artificial Intelligence programming tournament. This tournament take place every year. Participation is for free. - Build an AI bot using API for popular open-source game "Planet Wars" and challenge other bots for prizes. - 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. - The Computational Intelligence and Games (CIG) Conference series brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in the field. - 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. - Othello program written by Michael Buro. Publications, game records. - Review of research and implementations in Backgammon, Othello, soccer, and other games. - In this new web site you can find a lot of columns, resources, links and papers about computer chess and other computer board game like: Go, Shogi, Chinese Chess (Xiangqi), Amazons... - An intelligent agent toolkit that lets you create behaviors within games and simulations quickly and easily, without programming, using its graphical user interface. - Build an AI bot using special API for "Starcraft: Brood War" and challenge other bots for prizes. - 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. - 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. - Build an AI bot using API for Unreal Tournament 2004 and challenge other bots for prizes. - The author of this white paper is Jeff Orkin - creator of the revolutionary AI for F. E. A. R. In his article Jeff uncovered how to make hard math work for you with very detailed description of Goal Oriented Hierarchical Planner. [PDF] - Produces high-performance, real-time programs for strategic game-playing. They
have branched out into commercial games and applications of research to industrial problems. - Path engine for Java, consisting of an extensible set of tools for collecting pathfind data and finding and executing paths.