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Web Pages
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A* Pathfinding for Beginners http://www.policyalmanac.org/games/aStarTutorial.htm
Introduction to the A* path finding algorithm.
AI Wisdom http://www.aiwisdom.com
A database of Artificial Intelligence articles specific to games that appeared in game programming books, magazines, conferences, or on the Internet.
Amit's Thoughts on Path-Finding http://theory.stanford.edu/~amitp/GameProgramming/
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 http://ai4games.sourceforge.net/
Companion site for the book "Artificial Intelligence for Computer Games: An Introduction." Includes bibliography, chapter guide, errata, and relevant links.
ASCII Robot Soccer http://www.cs.cmu.edu/~trb/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 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.
Chinook http://www.cs.ualberta.ca/~chinook/
Checkers program written by Jonathan Schaeffer et al.; play online. Publications, endgame database statistics, game records.
Command Forces Simulation (CFOR) http://ms.ie.org/cfor
Battlefield command and control testbed and knowledge base. Publications, source code, documentation.
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 generalise conspiracy numbers, developing the search method known as PCN*, conspiracy probabilities.
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.
Game AI http://www.gameai.com/ai.html
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 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.
GameDev.net -- Artificial Intelligence http://www.gamedev.net/reference/list.asp?categoryid=18
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 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.
GIB Research http://www.cirl.uoregon.edu/ginsberg/gibresearch.html
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 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.
Home Page of the International Computer Games Association (IGDA) http://www.cs.unimaas.nl/icga/
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 Group http://www.igda.org/ai/
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 & Computer Games Research http://ai.eecs.umich.edu/people/laird/gamesresearch.html
Information about some research on Computer Games and Artificial Intelligence in academia.
Kynogon, an Artificial Intelligence expert for the video game industry http://www.kynogon.com
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 http://www.cs.ualberta.ca/~mburo/log.html
Othello program written by Michael Buro. Publications, game records.
Machine Learning in Games http://satirist.org/learn-game/
Review of research and implementations in Backgammon, Othello, soccer, and other games.
RoboCup: The Robot World Cup http://www.robocup.org
Aims to develop a team of fully autonomous humanoid robots that can win against the human world soccer champion team.
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.
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.
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.
The Game AI Page http://www.gameai.com/
Building Artificial Intelligence into Games

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