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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

      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

      Command Forces Simulation (CFOR)

      Battlefield command and control testbed and knowledge base. Publications, source code, documentation.
      http://ms.ie.org/cfor

      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/

      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

      Chinook

      Checkers program written by Jonathan Schaeffer et al.; play online. Publications, endgame database statistics, game records.
      http://www.cs.ualberta.ca/~chinook/

      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.
      http://www.robocup.org

      Logistello

      Othello program written by Michael Buro. Publications, game records.
      http://www.cs.ualberta.ca/~mburo/log.html

      Machine Learning in Games

      Review of research and implementations in Backgammon, Othello, soccer, and other games.
      http://satirist.org/learn-game/

      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.
      http://www.red3d.com/cwr/steer/

      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
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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/

      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

      The Game AI Page

      Building Artificial Intelligence into Games
      http://www.gameai.com/

      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

      Game Artificial Intelligence Articles and Research

      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.
      http://www.aiwisdom.com

      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/

      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

      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

      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

      A* Pathfinding for Beginners

      Introduction to the A* path finding algorithm.
      http://www.policyalmanac.org/games/aStarTutorial.htm

      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.
      http://www.icga.org

      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.
      http://www.steeringbehaviors.de

      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

      SimBionic

      An intelligent agent toolkit that lets you create behaviors within games and simulations quickly and easily, without programming, using its graphical user interface.
      http://www.simbionic.com

      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/

      ASCII Robot Soccer

      Unix soccer-like testbed. Source code (C++ with curses and termcap), executable, and screenshots.
      http://www-2.cs.cmu.edu/~trb/soccer/

      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/

      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

      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/

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