Gaming |
Topic |
Author |
Description |
|
A Practical Guide to Building a Complete Game AI: Volume I [Added: 10/12/1999]
|
Geoff Howland
|
Part I of this series covers state machines, unit actions, and grouping. |
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A Practical Guide to Building a Complete Game AI: Volume II [Added: 10/12/1999]
|
Geoff Howland
|
Part 2 covers unit goals and pathfinding. |
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AI for Games and Animation: A Cognitive Modeling Approach [Added: 2/21/2000]
|
John Funge
|
Transcends geometric, kinematic, physical, and behavioral models to examine the possibilities of cognitive models. |
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AI In Empire-Based Games [Added: 7/31/1999]
|
Various
|
A thread on implementing AI in strategy and empire-building games. |
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AI Madness: Using AI to Bring Open-City Racing to Life [Added: 1/29/2001]
|
Joe Adzima
|
Provides a strategy for programmers who are trying to create AI for open city racing games. |
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AI Uncertainty [Added: 9/7/1999]
|
Scott Thomson
|
Discusses using Bayesian networks to deal with uncertainty in game AI |
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Artificial Emotion: Simulating Mood and Personality [Added: 2/21/2000]
|
Ian Wilson
|
A look at how the appearance of emotion can be used in games. |
|
Building Brains Into Your Games [Added: 7/31/1999]
|
Andre LaMothe
|
Discusses various AI topics ranging from the simple to the complex. |
|
Chess Programming Part I: Getting Started [Added: 5/17/2000]
|
François Dominic Laramée
|
This series takes the reader through the algorithms and strategies needed in creating the artificial intelligence involved in chess and similar games. Part One gives an overview of the material that will be covered. |
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Chess Programming Part II: Data Structures [Added: 6/11/2000]
|
François Dominic Laramée
|
In the second installment in this series about developing an opponent AI, the most common and useful data structures are explained. |
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Chess Programming Part III: Move Generation [Added: 7/17/2000]
|
François Dominic Laramée
|
The third installment in this series examines the two major move generation strategies and explains how to choose between them for a given application. |
|
Chess Programming Part IV: Basic Search [Added: 8/6/2000]
|
François Dominic Laramée
|
Pat IV of this series focuses on the basics of two-agent search in strategy games: why it is useful, how to do it, and what it implies for the computer's style of play. |
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Chess Programming Part V: Advanced Search [Added: 9/6/2000]
|
François Dominic Laramée
|
In this next-to-last article, FDL examines advanced search-related techniques which can speed up and/or strengthen your chess-playing program. |
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Chess Programming Part VI: Evaluation Functions [Added: 10/8/2000]
|
François Dominic Laramée
|
The series ends with a close look at creating a good evaluation function, and includes a demo chess program. |
|
Designing Need-Based AI for Virtual Gorillas [Added: 1/6/2001]
|
Ernest Adams
|
Described need based AI in the context of virtual gorillas, but the information can be applied generally. |
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Game AI: The State of the Industry [Added: 2/21/2000]
|
Steve Woodcock
|
Ferretman looks at the current trends of AI in games. |
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Game AI: The State of the Industry, Part One [Added: 11/2/2000]
|
Steve Woodcock
|
Ferretman's 2000 update on the current importance of AI in games. |
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Game AI: The State of the Industry, Part Two [Added: 11/13/2000]
|
David C. Pottinger and Prof. John E. Laird
|
The second installment of Game Developer magazine's annual investigation into game AI presents two more experts discussing this ever-evolving field. |
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Game Developers Conference 2001: An AI Perspective [Added: 5/11/2001]
|
Eric Dybsand
|
Highlights some of the more salient points from the computer game AI related sessions he attended during the recent GDC 2001. |
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Hierarchal AI [Added: 9/7/1999]
|
Andrew Luppnow
|
This document proposes an approach to the problem of designing the AI routines for intelligent computer wargame opponents |
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Implementing a Blackboard-like System for Squad-Level Combat AI Part I [Added: 4/27/2003]
|
Phillip Culliton
|
Deals with the problem of implementing a simple blackboard system for use in a squad-level simulation taking place in real time. |
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More AI in Less Processor Time: Egocentric AI [Added: 6/21/2000]
|
Ian Wright
|
Presents techniques to control and manage real-time AI execution, techniques that open up the possibility for future hardware acceleration of AI. |
|
Recognizing Strategic Dispositions thread [Added: 7/5/2000]
|
Steve Woodcock
|
A compilation of a 1995 newsgroup thread about creating an AI that recognizes strategic situations. |
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