Applications/Code  |
A* Explorer
Learn how the A* algorithm works by creating your own maps and stepping through the A* progress. | James Matthews
| 30/08/2002
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PenteAI
A complete implementation of Pente, with an AI opponent. | James Matthews
| 24/03/2001
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A* Pathing Finding: CPathFinder
A C++ class that implements the A* pathing algorithm. | James Matthews
| 02/09/2000
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Beginner  |
Simple Board Game AI
Discusses influence mapping and their application to board game AI. | James Matthews
| 27/12/2004
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Cómo Empezar con la Inteligencia Artificial
How to Get Started with Gaming AI (Spanish). | James Matthews
| 08/08/2004
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Finite State Machine Tutorial
Discusses the basics of finite state machines. Includes some sample code. | Nathaniel Meyer
| 03/10/2003
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How To Get Started with Gaming AI
A short essay looking at possible ways to start with gaming AI. | James Matthews
| 03/02/2001
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Simple Tree Searches
A look at depth-first and breadth-first tree searches. | James Matthews
| 06/11/2000
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An Introduction to Game AI
A very simple look at some of the techniques used in game AI including finite state machines and minimax trees. | James Matthews
| 29/06/2000
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General |
Using Bugs and Viruses to Teach Artificial Intelligence
In this paper we wish to add further to the growing body of evidence that games provide a good platform for teaching advanced computing concepts. | Peter Cowling, Richard Fennell, Robert Hogg, Gavin King, Paul Rhodes, Nick Sephton
| 03/11/2004
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Applying Artificial Intelligence, Search Algorithms and Neural Networks to Games
A look at AI in general, search algorithms and neural networks. | Stuart James Kelly
| 13/01/2003
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Basic Othello Strategy
Details several ways to create an Othello opponent. Theory will apply to other board games easily. | Marc Mandt
| 11/04/2002
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Minimax Trees
This essay discusses a widely used algorithm that is immediately applicable to board game AI. | James Matthews
| 23/08/2001
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What was Columbus' mother's maiden name? – Memory in Games
Memory in games is an important factor of the AI -- this article discusses some of the principles involved. | Bruno Sousa
| 31/05/2000
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AI in a Computer Role-Playing Game
RPG AI is an evolving field. This article looks at some of the problems faced and possible solutions. | Benoît Prézeau
| 09/05/2000
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MindRover |
MindRover Archive
An archive of MindRover robots to download and try. | Generation5
| 26/03/2000
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Pathing |
A* for the Masses
A step-by-step look at the A* pathing algorithm. Accompanying code and program are provided elsewhere. | James Matthews
| 26/03/2000
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Projects  |
Virus Game Project
Create a program that plays a simple board game, Virus. | James Matthews
| 27/12/2004
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Othello Project
Create an agent that plays Othello. | Robert Lange
| 26/07/2003
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Connect4 Game Project
Create an AI agent that plays Connect4. | James Matthews
| 27/10/2002
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Search Tree Project
A very simple project aimed at teaching tree-searching algorithms. | James Matthews
| 24/05/2001
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Theory  |
VPI: Virtual Personality Interaction
VPI is the result of a little research I made with the intention of figuring out a way to make a game engine support each NPC as a unique being, having its own physical aspects, intellectual capabilities and psychological tendencies. | Derlidio Siqueira
| 16/11/2004
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Binary Decision Tree implementation in C++
The purpose of this article is to detail how a BDT can be implemented in C++. | Paul Thompson
| 18/04/2004
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