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Command Forces Simulation (CFOR) - Battlefield command and control testbed and knowledge base. Publications, source code, documentation.
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.
GIB Research - Bridge program written by Matthew Ginsberg. Results, publications, library of deals with double-dummy tricks for each trump suit.
Chinook - Checkers program written by Jonathan Schaeffer et al.; play online. Publications, endgame database statistics, game records.
RoboCup: The Robot World Cup - Aims to develop a team of fully autonomous humanoid robots that can win against the human world soccer champion team.
Logistello - Othello program written by Michael Buro. Publications, game records.
Machine Learning in Games - Review of research and implementations in Backgammon, Othello, soccer, and other games.
Steering Behaviors For Autonomous Characters - 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.
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.
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.
John Laird's Artificial Intelligence & Computer Games Research - Information about some research on Computer Games and Artificial Intelligence in academia.
The Game AI Page - Building Artificial Intelligence into Games
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.
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.
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.
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.
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!
A* Pathfinding for Beginners - Introduction to the A* path finding algorithm.
Steering Behaviors - 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.
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.
SimBionic - An intelligent agent toolkit that lets you create behaviors within games and simulations quickly and easily, without programming, using its graphical user interface.
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.
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.
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.
ASCII Robot Soccer - Unix soccer-like testbed. Source code (C++ with curses and termcap), executable, and screenshots.
Home Page of the International Computer Games Association (IGDA) - Information from the ICGA organization, contents of the ICGA Journal and information on game programming in Chess, Checkers, Bridge, Go, and many other games.
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