Archive for June, 2002

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Return to Castle Wolfenstein: AI Analysis

Sunday, June 30th, 2002

This in depth review covers an AI analysis of the highly acclaimed game. The techniques used are discussed from a developers point of view; working techniques and pitfalls are pointed out, along with potential improvements for the future.
Written by Alex J. Champandard.

Path-Planning from Start to Finish

Sunday, June 30th, 2002

The fifth issue of a multi-part tutorial covering all the aspects of path planning. This issue discusses single-pair shortest-path problems, with the different kinds of searches that can solve them. A* (star) is then explained as a heuristic approach; with pseudo-code and optimisation ideas.
Written by Alex J. Champandard.

Embodied Agents

Sunday, June 30th, 2002

The essay describes a common technique used for creating realistic animats: embodiment. The advantages of modeling a synthetic creature’s body are discussed, along with specific issues that this paradigm entails for computer game AI and other applications.
Written by Alex J. Champandard.

Go Artificial Intelligence

Sunday, June 30th, 2002

Looking beyond the rules of Go, this article explains why Chinese Weiqi is such a fascinating game for AI researchers. Analysis of human approaches to the game prompts the description of multiple algorithms and techniques that may ’solve’ Go in the future.
Written by Andy Coates.

Expert Systems and Logic Games

Sunday, June 30th, 2002

As an integral part of Artificial Intelligence for the past five decades, Expert Systems have become a very popular solution to a wide variety of problems. After giving a basic overview of expert systems, we’ll show they can be used to tackle a logic game such as connect four.
Written by Alex J. Champandard.

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