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  •  Hannibal and Brutus  - http://www.cam.org/~bigjeff/Hannibal.html
     Othello programs written by Louis Geoffroy and Martin Piotte. Descriptions, results.
  •  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.
  •  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.
  •  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.
  •  Chinook  - http://www.cs.ualberta.ca/~chinook/
     Checkers program written by Jonathan Schaeffer et al.; play online. Publications, endgame database statistics, game records.
  •  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.
  •  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.
  •  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.
  •  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.
  •  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.
  •  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!
  •  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.
  •  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.
  •  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.
  •  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.
  •  GRIDWARS  - http://www.gridwars.com/
     The GRID WARS Challenge is a parallel programming challenge where developers submit battle programs that fight for control of parallel processors.
  •  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.
  •  ASCII Robot Soccer  - http://www.cs.cmu.edu/~trb/soccer/
     Unix soccer-like testbed. Source code (C++ with curses and termcap), executable, and screenshots.