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Artificial Intelligence Archives

Path Finding for innovative games: Graph Creation and Best Path Selection
By Giovanni Guarino
Published 06 April 2014
Path Finding for innovative games: Navigation
By Giovanni Guarino
Published 04 July 2014
Path Finding for Innovative Games: Object Avoidance and Smoothing Movement
By Giovanni Guarino
Published 24 March 2014
Build-Order Optimization in StarCraft
By David Churchill and Michael Buro
Published 12 October 2011
Light Introduction to Genetic Programming
By Petter Hansson
Published 30 October 2013
Generating 2D Navmeshes
By Christoph Romstöck
Published 08 January 2014
Incorporating Search Algorithms into RTS Game Agents
By David Churchill and Michael Buro
Published 13 October 2012
Fast Heuristic Search for RTS Game Combat Scenarios
By David Churchill and Abdallah Saffidine and Michael Buro
Published 12 October 2012
Reinforcement Learning for Games UNDER REVIEW
By Eric Laukien
Published 14 July 2013
Smarter Steering: Using Context for Direction
By Mike Lewis
Published 15 August 2013
Chess Programming Part VI: Evaluation Functions
By François Dominic Laramée
Published 08 October 2000
Chess Programming Part V: Advanced Search
By François Dominic Laramée
Published 05 September 2000
Chess Programming Part IV: Basic Search
By François Dominic Laramée
Published 06 August 2000
Chess Programming Part III: Move Generation
By François Dominic Laramée
Published 16 July 2000
Chess Programming Part II: Data Structures
By François Dominic Laramée
Published 11 June 2000
Chess Programming Part I: Getting Started
By François Dominic Laramée
Published 17 May 2000
Precalculated Pathfinding Revisited
By Richard Fine
Published 11 May 2003
A new method to speed up path finding
By Niu Jian
Published 03 January 2012
Vehicle Control with Neural Networks
By Philippe Kunzle
Published 01 September 2003
The Core Mechanics of Influence Mapping
By Alex J. Champandard
Published 07 June 2011
Navigation Graph Generation
By Igor Borovikov
Published 28 June 2011
A* Pathfinding for Beginners
By Patrick Lester
Published 08 October 2003
Design Pattern: Variant
By Ernest S. Pazera
Published 24 December 2003
Implementing a Blackboard-like System for Squad-Level Combat AI Part I
By Phillip Culliton
Published 27 April 2003
The Intuitive Algorithm
By Abraham Thomas
Published 07 October 1999
Application of Genetic Programming to the Snake Game
By Tobin Ehlis
Published 09 August 2000
Motion Planning Using Potential Fields
By Stefan Baert
Published 15 July 2000
A Practical Guide to Building a Complete Game AI: Volume II
By Geoff Howland
Published 12 October 1999
A Practical Guide to Building a Complete Game AI: Volume I
By Geoff Howland
Published 12 October 1999
Neural Netware
By André LaMothe
Published 07 October 1999
Building Brains Into Your Games
By André LaMothe
Published 30 July 1999
Project AI
By Mark Lewis Baldwin and Bob Rakosky
Published 28 July 1999
AIGameDev
By Dave Astle
Published 11 December 2007
Pathfinding With the C4 Game Engine
By Jon Watte
Published 09 October 2007

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