| A* Pathfinding for Beginners
Introduction to the A* path finding algorithm. |
| AI Wisdom
Contains a comprehensive 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
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
Companion site for the book "Artificial Intelligence for Computer Games: An Introduction." Includes bibliography, chapter guide, errata, and relevant links. |
| ASCII Robot 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
A number of annotated links referring to tactical AI (for games, military simulations, or academic applications) and general game AI. |
| Chinook
Checkers program written by Jonathan Schaeffer et al.; play online. Publications, endgame database statistics, game records. |
| Command Forces Simulation (CFOR)
Battlefield command and control testbed and knowledge base. Publications, source code, documentation. |
| Dynamic 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. |
| 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. |