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A* Pathfinding for Beginners
Introduction to the A* path finding algorithm.
AAAI page on Video Games, Toys, Robotic Pets &
AI Topics provides basic, understandable information and helpful resources concerning artificial intelligence, with an emphasis on material available online.
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.
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.
ASCII Robot Soccer
Unix soccer-like testbed. Source code (C++ with curses and termcap), executable, and screenshots.
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.
Chinook
Checkers program written by Jonathan Schaeffer et al.; play online. Publications, endgame database statistics, game records.
Command Forces Simulation (CFOR)
Battlefield command and control testbed and knowledge base. Publications, source code, documentation.
Dynamic Stochastic Control - A New Approach To Gam
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.
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.
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.
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.
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!
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.
GIB Research
Bridge program written by Matthew Ginsberg. Results, publications, library of deals with double-dummy tricks for each trump suit.
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.
GRIDWARS
The GRID WARS Challenge is a parallel programming challenge where developers submit battle programs that fight for control of parallel processors.
Hannibal and Brutus
Othello programs written by Louis Geoffroy and Martin Piotte. Descriptions, results.
Home Page of the International Computer Games Asso
Information from the ICGA organization, contents of the ICGA Journal and information on game programming in Chess, Checkers, Bridge, Go, and many other games.
IGDA - Artificial Intelligence Special Interest Gr
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.
John Laird's Artificial Intelligence & Co
Information about some research on Computer Games and Artificial Intelligence in academia.
Kynogon, an Artificial Intelligence expert for the
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.
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.
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.
SimBionic
An intelligent agent toolkit that lets you create behaviors within games and simulations quickly and easily, without programming, using its graphical user interface.
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.
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.
The Game AI Page
Building Artificial Intelligence into Games