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Explore: Games, Artificial Intelligence

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This page was last updated on June 25th, 2008
Games (from Artificial Intelligence)
Canadian Content » Computers » Artificial_Intelligence » Games »
RoboCup: The Robot World CupRoboCup: The Robot World Cup
Aims to develop a team of fully autonomous humanoid robots that can win against the human world soccer champion team.
Game AIGame 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.
Amit's Thoughts on Path-FindingAmit'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.
A* Pathfinding for BeginnersA* Pathfinding for Beginners
Introduction to the A* path finding algorithm.
Machine Learning in GamesMachine Learning in Games
Review of research and implementations in Backgammon, Othello, soccer, and other games.
GameDev.net -- Artificial IntelligenceGameDev.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!
John Laird's Artificial Intelligence & Computer Games ResearchJohn Laird's Artificial Intelligence & Computer Games Research
Information about some research on Computer Games and Artificial Intelligence in academia.
ASCII Robot SoccerASCII Robot Soccer
Unix soccer-like testbed. Source code (C++ with curses and termcap), executable, and screenshots.
ChinookChinook
Checkers program written by Jonathan Schaeffer et al.; play online. Publications, endgame database statistics, game records.
Hannibal and BrutusHannibal and Brutus
Othello programs written by Louis Geoffroy and Martin Piotte. Descriptions, results.
SimBionic - rapid development of intelligent behaviorsSimBionic - rapid development of intelligent behaviors
SimBionic is an intelligent agent toolkit that lets you create behaviors within games and simulations quickly and easily, without programming, using its graphical user interface.
The Game AI PageThe Game AI Page
Building Artificial Intelligence into Games
Game Artificial Intelligence Articles and ResearchGame 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.
GIB ResearchGIB Research
Bridge program written by Matthew Ginsberg. Results, publications, library of deals with double-dummy tricks for each trump suit.
Command Forces Simulation (CFOR)Command Forces Simulation (CFOR)
Battlefield command and control testbed and knowledge base. Publications, source code, documentation.
GAMES Research GroupGAMES 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.
GRIDWARSGRIDWARS
The GRID WARS Challenge is a parallel programming challenge where developers submit battle programs that fight for control of parallel processors.
AAAI page on Video Games, Toys, Robotic Pets & EntertainmentAAAI 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.
Game Semantics or Linear Logic?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.
CGF-AI Links to Game AI and Tactical AI ResourcesCGF-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.
Goal Seeker -- Solving the 15 PuzzleGoal 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.
Steering Behaviors For Autonomous CharactersSteering 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.
ExcaliburExcalibur
Our goal is to develop a generic architecture for autonomously operating agents, like computer-guided characters/mobiles/items, within a complex computer-game environment.
Kynogon, an Artificial Intelligence expert for the video game industryKynogon, 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.
Home Page of the International Computer Games Association (IGDA)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.
Artificial Intelligence (AI) for Computer GamesArtificial 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.
IGDA - Artificial Intelligence Special Interest GroupIGDA - 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.
Dynamic Stochastic Control - A New Approach To Game Tree SearchingDynamic 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.
LogistelloLogistello
Othello program written by Michael Buro. Publications, game records.
Steering BehaviorsSteering 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.

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