AI Wisdom
- http://www.aiwisdom.com
- A database of Artificial Intelligence articles specific to games that appeared in game programming books, magazines, conferences, or on the Internet.
Chinook
- http://www.cs.ualberta.ca/~chinook/
- Checkers program written by Jonathan Schaeffer et al.; play online. Publications, endgame database statistics, game records.
Excalibur
- http://www.ai-center.com/projects/excalibur/
- Our goal is to develop a generic architecture for autonomously operating agents, like computer-guided characters/mobiles/items, within a complex computer-game environment.
GAMES Research Group
- http://www.cs.ualberta.ca/~games
- The GAMES research group produces high-performance, real-time programs for strategic game-playing. We have branched out into commercial games and applications of our research to industrial problems.
Game AI
- http://www.gameai.com/ai.html
- Publications, predictions, source code, and quotes having to do with AI and artificial life in games; mostly commercial video games, some board and card games.
Goal Seeker -- Solving the 15 Puzzle
- http://sourceforge.net/projects/goalseeker/
- A JAVA framework that implements heuristic goal-seeking algorithms. Using this framework will allow developers to focus on a specific domain of interest, while leaving many of the AI concepts and goal-searching concepts to be implemented by the framework.
IGDA - Artificial Intelligence Special Interest Group
- http://www.igda.org/ai/
- IGDA has set up the AI Interface Standards Committee to develop AI interface standards for computer games. The initiative is a joint effort of game AI developers, middleware representatives, academics and other relevant experts.
SimBionic
- http://www.simbionic.com
- An intelligent agent toolkit that lets you create behaviors within games and simulations quickly and easily, without programming, using its graphical user interface.
Steering Behaviors
- http://www.steeringbehaviors.de
- Description of techniques to autonomously steer vehicles through a predefined virtual world. Simple behaviors (e.g. obstacle avoidance) can be combined to create more complex behaviors.