Path-Planning from Start to Finish

By ai-depot | June 30, 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.

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Embodied Agents

By ai-depot | June 30, 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.

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Go Artificial Intelligence

By ai-depot | June 30, 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.

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Expert Systems and Logic Games

By ai-depot | June 30, 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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Genetic Algorithm Class Design

By ai-depot | June 30, 2002

Most 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.

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