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Home » Articles & Resources » Programming » Artificial Intelligence
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Artificial Intelligence

What is it? How can I do it? What are the various algorithms? And more...

For more information about Artificial Intelligence, check out:

Resources Listed: 91

Jump To :
AI TheoryGaming
DocumentationGenetic Algorithms
IntroductionNeural Networks
ApplicationsPathfinding and Searching
Natural Language ProcessingAI Links

 
Subcategory: AI Theory
Topic Author Description
A Modular Framework for Artificial Intelligence Based on Stimulus Response Directives
[Added: 2/21/2000]
Charles Guy  An approach to modeling the biological nervous system without using neural nets. 
Allis' Ph.D. thesis: Searching for Solutions in Games and AI
[Added: 7/16/1999]
   
Does the Top-down or Bottom-Up Approach Best Model the Human Brain?
[Added: 7/30/1999]
J.Matthews  Huge essay (7000+ words) detailing many aspects of AI - including conceptual representation, mentalese, the CYC project and COG. This was written as my Extended Essay for the International Baccalaureate. Abstract, diagrams, bibliography all included!  
Introduction to Machine Vision
[Added: 7/31/1999]
James Matthews  An introductiont to machine vision. Edge detection and prototyping are discussed.  
Philosophical Arguments For and Against AI
[Added: 7/31/1999]
J. Matthews  Philosophy often helps artificial intelligence in many fields, yet when looking at the concept of AI as a whole, often critizes the very fundamental parts of AI - questioning when intelligent machines will ever be possible. This essay looks at some of the different schools of thought that agree and disagree with AI.  
Production Systems
[Added: 7/31/1999]
S.Hsiung   Most AI systems today are production systems. In fact many can argue that all computer programs are production systems. How are production systems different from the rest? What are their strengths and weaknesses? How do they work? Many task-structured programs such from puzzle solvers to chess playing programs to medical diagnosis expert systems, and to monsters in Quake2 are production systems 
Project AI
[Added: 7/28/1999]
Mark Lewis Baldwin and Bob Rakosky  This document covers the basics of designing an artificial intelligence for a strategy game.  
The Intuitive Algorithm
[Added: 10/7/1999]
Abraham Thomas  This is an essay concerning the idea that intuition may be a pattern recognition algorithm. Due to its scientific nature, it can be a difficult read for some. 
The Natural Mind: Conciousness and Self-Awareness
[Added: 7/31/1999]
S. Hsiung  Perhaps another one of the greatest challenges in AI is to create something that has knowledge of having knowledge.  
The Turing Machine
[Added: 7/31/1999]
S. Hsiung  Production systems continued. How they relate to turing machines, and are they truly capable of computing anything that is computable?  
 
Subcategory: Documentation
Topic Author Description
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 
Multilayer Feedforward Networks and the Backpropagation Algorithm
[Added: 7/31/1999]
S. Hsiung  A guide to creating multilayer feedforward networks and tips and details on how to implement the backpropagation algorithm in C++ with heavy theoretical discussion.  
 
Subcategory: Introduction
Topic Author Description
An Introduction to Artificial Intelligence
[Added: 7/30/1999]
S. Hsiung  A history oriented introduction to AI. How thought and beliefs surround AI has evolved since the 1950s- what we can hope for in the future.  
An Introduction to Genetic Algorithm and Genetic Programming
[Added: 7/30/1999]
S.Hsiung and J.Matthews  Genetic algorithms are based on biological natural evolution - including reproduction, mutation and natural selection. They have very many applications, from math, to music and puzzles. The effectiveness that GAs (genetic algorithms) have as heuristic search systems certainly make them very interesting.  
An Introduction to Neural Networks
[Added: 9/7/1999]
Dr. Leslie Smith  A very good introductory article for neural network theory. 
An Introduction to Robotics
[Added: 7/31/1999]
James Matthews  A simple essay detailing how AI and ALife can be applied to robotics. Also focuses on two example robots, Cog and Kesmit. 
Artificial Intelligence and Skepticism
[Added: 7/30/1999]
S.Hsiung   Can machines really be intelligent? What is understanding? Can we create human being? Clearing out skepticisms, with an introduction to the fascinating world of AI.  
Artificial Life
[Added: 7/30/1999]
James Matthews  ALife is a fascinating area to study, this essay gives you a brief introduction into cellular automata, flocking and other areas of ALife. Watch Conway's Life run and stabilize as you read the essay!  
Aspects of Artificial Intelligence Systems
[Added: 7/30/1999]
S.Hsiung   A brief summary of topics from neural networks to artificial life systems, and how they compare to each other.  
Basics of Game AI
[Added: 7/28/1999]
Geoff Howland  As the title of the article states, this article provides a brief, but mind provoking overview of the basics of game AI. 
Comp.AI.Games FAQ
[Added: 7/31/1999]
  Though it hasn't been updated since January 2000, this still contains some useful information. 
Introduction to Learning in Games
[Added: 7/28/1999]
Geoff Howland  This doc provides an introduction on how to make your games learn from their players. 
Introduction to Neural Networks
[Added: 7/31/1999]
James Matthews  This essays is a simple introduction to NNs, how they're structures and the different types of NN. 
The History of AI
[Added: 7/30/1999]
S.Hsiung   An introduction of AI and a report on the major progresses of AI from 1950's-1990's.  
 
Subcategory: Applications
Topic Author Description
AI in Gaming
[Added: 7/30/1999]
James Matthews  Discusses current and future AI in the shoot-em-up, flight simulator and board game games.  
Applications in Music
[Added: 7/30/1999]
J. Matthews  This essay looks at AI and music, and more specifically the guitar. The problems that arise as effects are added, as speed increases and as more and more instruments are added to a piece of music.  
Military Applications of AI
[Added: 7/30/1999]
James Matthews  This essays looks at AI and the military. It covers some of the uses, and also the moral issues of allowing a computer to autonomously destroy targets. 
 
Subcategory: Natural Language Processing
Topic Author Description
An Introduction to Natural Language Processing
[Added: 7/31/1999]
S. Hsiung  Do natural language systems such as ELIZA possess actual understanding? Or are they truly, simply "chatterboxes", programs that just play with words, syntax, and semantics. This essay provides a brief look at the Turing's test, real understanding, and the issues that face many natural language processing researchers. 
An Introduction to Natural Language Theory
[Added: 7/31/1999]
S. Hsiung   Parsers, Syntax, and Semantics. Have you ever wondered what makes many NLP programs run? This tutorial provides a brief overview of what makes chatterboxes and other NLP programs tick.  
Conceptual Representation and Scripting
[Added: 7/31/1999]
James Matthews  This is a basic essay detailing the ideas of conceptual representation and scripting. The essay has some output from a few CR programs. A good essay for those not familiar with these concepts.  
 
Subcategory: 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. 
A Practical Guide to Building a Complete Game AI: Volume II
[Added: 10/12/1999]
Geoff Howland  Part 2 covers unit goals and pathfinding. 
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. 
AI In Empire-Based Games
[Added: 7/31/1999]
Various  A thread on implementing AI in strategy and empire-building games. 
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. 
AI Uncertainty
[Added: 9/7/1999]
Scott Thomson  Discusses using Bayesian networks to deal with uncertainty in game AI 
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. 
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. 
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. 
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. 
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. 
Game AI: The State of the Industry
[Added: 2/21/2000]
Steve Woodcock  Ferretman looks at the current trends of AI in games. 
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. 
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. 
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. 
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. 
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. 
 
Subcategory: Genetic Algorithms
Topic Author Description
Application of Genetic Programming to the Snake Game
[Added: 8/10/2000]
Tobin Ehlis  This article covers the development and analysis of a successful function set that will allow the evolution of a genetic program that will allow the AI to attain maximal performance. 
GA Playground
[Added: 9/7/1999]
Ariel Dolan  A genetic algorithm toolkit for use with Java 
Genetic Algorithm Example: Diophantine Equation
[Added: 7/30/1999]
S.Hsiung   A step-by-step example of how genetic algorithms can be used to solve diophantine equations. Now with accompanying C++ code!  
Genetic Programming in C/C++
[Added: 3/19/2003]
Hans Kuhlmann / Mike Hollick  Explains the paradigm of genetic programming, and its implementation in the C programming language. 
 
Subcategory: Neural Networks
Topic Author Description
Neural Netware
[Added: 10/7/1999]
André LaMothe  A nice introduction to neural nets 
Neural Network FAQ
[Added: 9/7/1999]
Warren S. Sarle  FAQ from comp.ai.neural-nets. Updated monthly. 
Vehicle Control with Neural Networks
[Added: 9/1/2003]
Philippe Kunzle  Discuses the algorithms behind creating a neural network to automatically control a vehicle. 
 
Subcategory: Pathfinding and Searching
Topic Author Description
A* Algorithm Tutorial
[Added: 9/7/1999]
Justin Heyes-Jones  A great start for learning the A* algorithm. 
A* Pathfinding for Beginners
[Added: 10/9/2003]
Patrick Lester  The purpose of this article is to describe the basic concepts of A* at a beginner's level and then give you a taste of some of the more advanced concepts. 
Chess Tree Search
[Added: 11/1/2001]
Paul Verhelst  An excellent tutorial to minimax searching. Despite the name, it's not just for chess. 
Coordinated Unit Movement
[Added: 12/22/1999]
Dave Pottinger  Focusing mainly on the RTS, this article discusses pathfinding for multiple units. 
Implementing Coordinated Movement
[Added: 12/22/1999]
Dave Pottinger  Shows how to apply the methods discussed in Coordinated Unit Movement. 
Knowing the Path
[Added: 6/18/2002]
Richard Fine  Describes an 'expandable path table,' which allows NPCs to both navigate through an environment, and to explore and learn it, rather than having perfect knowledge from the start. 
Motion Planning Using Potential Fields
[Added: 7/15/2000]
Stefan Baert  Describes several pathfinding techniques using potential fields that can sometimes be used in places of the popular A* algorithm. 
Pawn Captures Wyvern: How Computer Chess Can Improve Your Pathfinding
[Added: 6/27/2000]
Mark Brockington  Summarizes some of these recently proposed enhancements to A*, and show you why you would want to consider a "computer chess" style A* approach the next time you have to implement A*. 
Precalculated Pathfinding Revisited
[Added: 5/12/2003]
Richard Fine  Explores a way of storing all possible paths through a network, eliminating most real-time pathfinding operations. 
Smart Moves: Intelligent Pathfinding
[Added: 10/7/1999]
Bryan Stout  Covers quite a few search algorithms and their effectiveness in pathfinding. 
Toward More Realistic Pathfinding
[Added: 2/17/2002]
Marco Pinter  Walks you through some modifications to the A* algorithm that can refine the movements of your game's units. 
 
Subcategory: AI Links
Name Rating Description
aboutAI.net
[Added: 5/13/2002 Clicks: 14527]
A second generation AI portal and a successor to ai.about.com, featuring hundreds of articles and thousands of AI-related links. 
AI-Junkie
[Added: 1/8/2003 Clicks: 8503]
Site by the author of AI Techniques for Game Programming, covers neural nets and genetic algorithms, AI news and more. 
Amit's Game Programming Information
[Added: 5/17/2000 Clicks: 29528]
Outstanding large collection of game development articles, concentrating on path-finding and AI. 
Artificial Intelligence
[Added: 11/1/2001 Clicks: 17245]
A relatively new site dedicated to all aspects of AI. 
Aske Plaat Minimax
[Added: 5/17/2000 Clicks: 7606]
Apparently Mr. Plaat was a faculty member of the University of Alberta. I don't think he's there anymore, but he wrote up some of the best scholarly documents about minimax tree-searching that you'll find.For the uninitiated, minimax is a way to find optimum moves in board games. 
GA Archives
[Added: 5/17/2000 Clicks: 7686]
A very complete Genetic Algorithms site. Includes mailing list archives and pointers to lots of papers. 
Machine Learning in Games
[Added: 5/17/2000 Clicks: 11398]
Good starting point for developing games that learn. 
The Game AI Page
[Added: 5/17/2000 Clicks: 19149]
Steve "ferretman" Woodcock's excellent repositiory of game AI related information. 
The Genetic Programming Cookbook
[Added: 5/17/2000 Clicks: 8875]
A good GA site with a tutorial and lots of info. 
The University of Alberta GAMES Group
[Added: 5/17/2000 Clicks: 6192]
No free code, but lots of projects writing games that clobber the best folks out there. Home of Chinook (which you can play online), which is probably the best checker-playing program out there. 
 
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