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Build an AI bot using API for Unreal Tournament 2004 and challenge other bots for prizes.
A database of Artificial Intelligence articles specific to games that appeared in game programming books, magazines, conferences, or on the Internet.
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.
Unix soccer-like testbed. Source code (C++ with curses and termcap), executable, and screenshots.
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.
Their goal is to develop a generic architecture for autonomously operating agents, like computer-guided characters/mobiles/items, within a complex computer-game environment.
A discussion of how linear logic relates to computability logic, - the game-semantically introduced logic of computational resources and interactive computation.
The Gomoku artificial intelligence programming tournament, which takes place every year. Download Gomoku programs. Instructions on how to write your own Gomoku artificial intelligence.
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.
Review of research and implementations in Backgammon, Othello, soccer, and other games.
Build an AI bot using special API for "Starcraft: Brood War" and challenge other bots for prizes.
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.
Produces high-performance, real-time programs for strategic game-playing. They have branched out into commercial games and applications of research to industrial problems.
Build an AI bot using special API for "Starcraft: Brood War" and challenge other bots for prizes.
The Gomoku artificial intelligence programming tournament, which takes place every year. Download Gomoku programs. Instructions on how to write your own Gomoku artificial intelligence.
Their goal is to develop a generic architecture for autonomously operating agents, like computer-guided characters/mobiles/items, within a complex computer-game environment.
A discussion of how linear logic relates to computability logic, - the game-semantically introduced logic of computational resources and interactive computation.
Produces high-performance, real-time programs for strategic game-playing. They have branched out into commercial games and applications of research to industrial problems.
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.
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.
Build an AI bot using API for Unreal Tournament 2004 and challenge other bots for prizes.
A database of Artificial Intelligence articles specific to games that appeared in game programming books, magazines, conferences, or on the Internet.
Companion site for the book "Artificial Intelligence for Computer Games: An Introduction." Includes bibliography, chapter guide, errata, and relevant links.
Review of research and implementations in Backgammon, Othello, soccer, and other games.
Unix soccer-like testbed. Source code (C++ with curses and termcap), executable, and screenshots.
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.
Online paper about path-finding, including the A* algorithm and a greedy algorithm. Implementation notes, precalculation, map representations, heuristics, applications.
Checkers program written by Jonathan Schaeffer et al.; play online. Publications, endgame database statistics, game records.
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October 30, 2023 at 5:15:14 UTC
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