Columns

In this page i collect articles that i write about computer chess  and articles about game artificial intelligence that i find on the web.

There are old articles that i’m rewriting and new ones. I’d like help people that want to write their own chess program, or understand how chess programs work.

If you want to write an article, please contact me.

Articles

Writing a chess engine

Learn how to build a chess engine from ground up. (by Nicola Rizzuti)

Testing a chess engine

Testing a chess engine isn’t easy: learn how to do it. (by Nicola Rizzuti)

External columns

  1. A Modular Framework for Artificial Intelligence Based on Stimulus Response Directives (by Charles Guy)
  2. Project AI (by Mark Lewis Baldwin and Bob Rakosky)
  3. The Intuitive Algorithm (by Abraham Thomas)
  4. An Introduction to Neural Networks (by Dr. Leslie Smith)
  5. COMP.AI.GAMES Frequently Asked Questions
  6. A Practical Guide to Building a Complete Game AI – Part1, Part2 (by Geoff Howland)
  7. AI for Games and Animation: A Cognitive Modeling Approach (by John Funge)
  8. AI In Empire-Based Games (by Various)
  9. AI Madness: Using AI to Bring Open-City Racing to Life (by Joe Adzima)
  10. AI Uncertainty (by Scott Thomson)
  11. Building Brains into Your Games (by Andre LaMothe)
  12. Chess Programming – Part1, Part2, Part3, Part4, Part5, Part6 (by François Dominic Laramée)
  13. Game AI: The State of the Industry – 1999 (by Steven Woodcock)
  14. Game AI: The State of the Industry – 2000: Part1, Part2 (by Steven Woodcock, John E. Laird, Dave Pottinger)
  15. Game Developers Conference 2001: An AI Perspective by Steven Woodcock (by Eric Dybsand)
  16. Hierarchal AI (by Andrew Luppnow)
  17. Implementing a Blackboard-like System for Squad-Level Combat AI Part 1 (by Phillip Culliton)
  18. More AI in Less Processor Time: ‘Egocentric’ AI (by Ian Wright)
  19. Recognizing Strategic Dispositions thread (by Steve Woodcock)
  20. Application of Genetic Programming to the “Snake Game” (by Tobin Ehlis)
  21. A general GA toolkit implemented in Java, for experimenting with genetic algorithms and handling optimization problems (by Ariel Dolan)
  22. Genetic Programming in C/C++ (by Hans Kuhlmann, Mike Hollick)
  23. Neural Netware (by André LaMothe)
  24. Neural Network FAQ (by Warren S. Sarle)
  25. Vehicle Control with Neural Networks (by Philippe Kunzle)
  26. A* Pathfinding for Beginners (by Justin Heyes-Jones)
  27. Chess Tree Search (by Paul Verhelst)
  28. Coordinated Unit Movement (by Dave Pottinger)
  29. Implementing Coordinated Movement (by Dave Pottinger)
  30. Knowing the Path (by Richard Fine)
  31. Motion Planning Using Potential Fields (by Stefan Baert)
  32. Pathfinding With the C4 Game Engine (by Jon Watte)
  33. Pawn Captures Wyvern: How Computer Chess Can Improve Your Pathfinding (by Mark Brockington)
  34. Precalculated Pathfinding Revisited (by Richard Fine)
  35. Smart Move: Intelligent Path-Finding (by Bryan Stout)
  36. Toward More Realistic Pathfinding (by Marco Pinter)
  37. Artificial Emotion: Simulating Mood and Personality (by Ian Wilson)
  38. Action-Based Discretization for AI Search (by Todd W. Neller)
  39. Building an AI Sensory System: Examining The Design of Thief: The Dark Project (by Tom Leonard)
  40. AI Middleware: Getting Into Character – Part1, Part2, Part3, Part4, Part5 (by Eric Dybsand)
  41. Visual Finite State Machine AI Systems (by Sunbir Gill)
  42. Evolving Pathfinding Algorithms Using Genetic Programming (by Rick Strom)
  43. Modeling Opinion Flow in Humans Using Boids Algorithm & Social Network Analysis (by Skip Cole)
  44. The Technology of F.E.A.R. 2: An Interview on Engine and AI Development (by Christian Nutt)
  45. Intelligent Mistakes: How to Incorporate Stupidity Into Your AI Code (by Mick West)
  46. Creating All Humans: A Data-Driven AI Framework for Open Game Worlds (by John Krajewski)
  47. The Pure Advantage: Advanced Racing Game AI (by Eduardo Jimenez)
  48. Developing AI in Darwinia (by Gary Chambers)
  49. Two Brains Are Better Than One: How to Thread Game AI (by Orion Granatir)
  50. Aces High: Numerical Techniques in Poker AI (by Simon Tomlinson)

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