Archive for June, 2002
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Sunday, June 30th, 2002Most GA libraries today are intended for pure optimisation, and in most cases are ill-suited to game-like world simulations. This feature discusses a new approach to GA class design, using an object oriented server-client paradigm. A C++ interface skeleton is provided.
Written by Alex J. Champandard.
The Future of Game AI: Intelligent Agents
Sunday, June 30th, 2002By taking a look at current virtual agents and by extrapolating trends in game design, this feature reveals the numerous benefits of expanding current game AI. Learning is identified as one of the key components, and possible implementations are discussed along with their drawbacks.
Written by Alex J. Champandard.
Frankenstein: the Modern Prometheus (Book)
Sunday, June 30th, 2002Discover how this epic story has many philosophical insights into the creation of life, and how it affects research in virtual lives. We also look into two other minor aspects of the creature’s story, and detail how they have relevant insights into Artificial Intelligence.
Written by Alex J. Champandard.
Genetic Algorithms in 3 Minutes
Sunday, June 30th, 2002A clear introduction to genetic algorithms, concise and to the point. Covers biological evolution to algorithmic simulation, applications and motivations as well as future research. Dedicated to those of you that only have so much time on their hands… now there’s no excuse!
Written by Alex J. Champandard.
Deep Blue in Check
Sunday, June 30th, 2002Looking into the triumph of a chess machine over a grand champion, this essay starts by introducing the ideas behind logic game A.I. It then goes on to shatter the many misconceptions about Deep Blue’s intelligence, and tries to compare the benefits of combining human and machine abilities.
Written by Alex J. Champandard.

