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Three States and a Plan: The A.I. of F. E. A. R.

http://web.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf

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.

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The 2K BotPrize

http://botprize.org/

Build an AI bot using API for Unreal Tournament 2004 and challenge other bots for prizes.

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Steering Behaviors For Autonomous Characters

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

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.

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Steering Behaviors

http://www.steeringbehaviors.de/

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.

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Starcraft AI Competition

http://www.starcraftaicompetition.com/

Build an AI bot using special API for "Starcraft: Brood War" and challenge other bots for prizes.

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SimBionic

http://www.simbionic.com/

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

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Mizar chess engine

http://www.mizarchessengine.com/

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...

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Machine Learning in Games

http://satirist.org/learn-game/

Review of research and implementations in Backgammon, Othello, soccer, and other games.

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Logistello

http://www.cs.ualberta.ca/~mburo/log.html

Othello program written by Michael Buro. Publications, game records.

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jKilavuz

http://www.jkilavuz.com/

Path engine for Java, consisting of an extensible set of tools for collecting pathfind data and finding and executing paths.

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IGDA - Artificial Intelligence Special Interest Group

http://www.igda.org/artificial-intelligence

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.

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IEEE Conference on Computational Intelligence and Games

http://www.ieee-cig.org/

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.

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Heuristic Goal-seeking Framework

http://sourceforge.net/projects/goalseeker/

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.

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Google AI Challenge

http://ai-contest.com/

Build an AI bot using API for popular open-source game "Planet Wars" and challenge other bots for prizes.

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Gomocup

http://gomocup.wz.cz/gomoku/

The Gomoku Artificial Intelligence programming tournament. This tournament take place every year. Participation is for free.

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GAMES Research Group

http://www.cs.ualberta.ca/~games

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.

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Game Semantics or Linear Logic?

http://www.csc.villanova.edu/~japaridz/CL/gsoll.html

A discussion of how linear logic relates to computability logic, - the game-sematically introduced logic of computational resources and interactive computation.

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Excalibur

http://www.ai-center.com/projects/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.

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Dynamic Stochastic Control - A New Approach To Game Tree Searching

http://www.robinupton.com/research/phd

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.

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Chinook

http://www.cs.ualberta.ca/~chinook/

Checkers program written by Jonathan Schaeffer et al.; play online. Publications, endgame database statistics, game records.

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CGF-AI Links to Game AI and Tactical AI Resources

http://www.cgf-ai.com/links.html

A number of annotated links referring to tactical AI (for games, military simulations, or academic applications) and general game AI.

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Autodesk Kynapse

http://usa.autodesk.com/adsk/servlet/pc/index?id=11390544&siteID=123112

Game AI middleware for robust 3D pathfinding, team coordination, crowd movement. High-performance optimization. Used in more than 100 titles.

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ASCII Robot Soccer

http://www.cs.cmu.edu/~trb/soccer/

Unix soccer-like testbed. Source code (C++ with curses and termcap), executable, and screenshots.

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