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from http://www.red3d.com/cwr/games/#ai http://www.cnblogs.com/yaoyansi/articles/1837284.html

AI middleware

AiLive us | pc

AiSeek il | pc

Artificial de | pc

BabelFlux us | pc xbox360

Engenuity Technologies ca | pc xbox360 ps2 ps3

Havok - Behavior ie | pc xbox360 ps3

Kynogon fr | pc xbox xbox360 ps2 ps3 psp gc linux

PathEngine fr | pc xbox360 ps3 wii linux

Procedural Arts us | pc

SpirOps fr | pc ppc xbox xbox360 ps ps2 ps3 psp gba gc ds symb

Storytron us | pc

Stottler Henke us | pc

TruSoft - Artificial Contender us | pc xbox xbox360 ps2 ps3 gc wii

X-aitment de | pc

Xtreme Strategy us | pc

**Nvidia GPU AI

----------------------open source stuffs ------------------

OpenSteer and
MetaAgent

steersuit

FEAR - ageneric framework for AI development with a collection of buildingblocks, and methodologies to extend the system

aicore Artificial Intelligence For Games (2009).pdf

FSM open source projects

A* solver

libbehavior

RecastNavigation

PandaAI(AI for Panda3D engine) (source code)

BrainiacDesigner - open source c++ visual behaviour tree editor

OpenAI

openNERO
- game platform for Artificial Intelligence research and education

ahuman AI相关,若干AI开源项目

brainbugz
, googlecode, blog,等作者的其他项目

crowd simulation framework(java)

irrai http://sites.google.com/site/chrisjmash/irrai Inexin http://inexin.sourceforge.net/
aiParts http://www.agt.net/public/bmarshal/aiparts/index.htm




Game AI resources:

Web sites ongame AI:

Game developer:

AIWisdom.com by
SteveRabin ("Our Goal: Catalogue EveryGame AI Article and Every Graphics Article")
Game/AI blog byDamian Isla

Game AI Page by
Steve Woodcock
aiGuru.com by
MichaelZarozinski
AI Depot by
AlexChampandard
GameAI links by
RobertZubek
AnAIArchitecture for Games and Robotics by
Nick Porcino
ArtificialIntelligence resources at
gamedev.net
ArtificialIntelligence resources at
GDSE

Academic:

ArtificialIntelligence and Computer Games Research at UMich by
John Laird
et al.
ArtificialIntelligence section of
AmitPatel'sGame Programming Information.
AI Center by
Alexander Nareyek
Dialoguein Computer Games by
PennyDrennan
GameAI Paper Summaries,

StrategyAIand by Penny Sweetser

Conferences and workshops:

IEEE Symposiumon Computational Intelligence and Games (2007)
Artificial Intelligence andInteractive Digital Entertainment Conference (AIIDE
2005
2006,
2007)
V-Crowds'05 The First InternationalWorkshop onCrowd Simulation

AAAI-04Workshop on Challenges in Game AI (2004)
ArtificialIntelligence and Interactive Entertainment (AAAI AIIE
2002,

2001,
2000,
1999)
CollaborativeHuman/AI Control for Interactive Experiences (CHACIE 2010)

Books: (see also
AIWisdom.com)

ArtificialIntelligence for Computer Games: An Introduction (2004) by
John D. Funge. The companion website
ai4games.org includesbibliography, errata, chapter guide, and relevant links.
ProgrammingGame AI by Example (2004) by
Mat Buckland

AIGame Engine Programming(2004) by Brian Schwab

AI for GameDevelopers (2004) by David M. Bourg and Glenn Seeman
AI Game Development:Synthetic Creatures withLearning and Reactive Behaviors (2003) by
AlexChampandard. See also the companion website
AiGameDev.com.
AIGame Programming Wisdom 2 (2003) edited by
SteveRabin.
AIGame Programming Wisdom (2002) edited by
SteveRabin.
AI forAnimation and Games: A Cognitive Modeling Approach (1999) by
John D. Funge.

Papers:

Surveys and overviews:

Alex Nareyek (2004)
ArtificialIntelligence in Computer Games - State of the Art and Future DirectionsACM Queue 1(10), 58-65 (PDFof print version)
BehaviorModeling in Commercial Games (2004) by David E. Diller, WilliamFerguson, Alice M. Leung, Brett Benyo, Dennis Foley
[DOC]

Pathfinding:

Memory-Efficient Abstractions for Pathfinding (2007)
Nathan R. Sturtevant [PDF]

NearOptimal Hierarchical Path-Finding (2004)
Adi Botea,
MartinMüller and
JonathanSchaeffer

EfficientNavigation Mesh Implementation (2004) John C. O’Neill
Realistic Human Path Planning using Fluid Simulation [PDF](2004) by René G. Burgess and
Christian J. Darken

RibbonNetworks for Modeling Navigable Paths of Autonomous Agents in VirtualUrban Environments
[PDF](2003)
Peter Willemsen,
Joseph K.Kearney and
Hongling Wang
InteractiveNavigation in Complex Environments Using Path Planning (2003)
BrianSalomon,
Maxim Garber,
MingC. Lin, and Dinesh Manocha
PolygonSoup for the Programmer's Soul: 3D Pathfinding (2001) by PatrickSmith. GDC 2001 presentation slides in
[PPT].

Formations:

Formation-BasedPathfinding With Real-World Vehicles (2000) by

Jim VanVerth,
VictorBrueggemann, Jon Owen and Peter McMurry. Extends steeringbehaviors toinclude multi-vehicle formations and explores more specific vehiclelocomotion models.
CoordinatedUnit Movement, and

ImplementingCoordinated Movement (1999) by
DavePottinger
Closely related robotics papers:

Formationswith a Mission: Stable Coordination of Vehicle Group Maneuvers(2002) by
Petter Ogren,Edward Fiorelli and
NaomiEhrich Leonard

NegotiatedFormations (2003) by
David J. Naffin and
GauravS.Sukhatme
RobotFormations Using Only Local Sensing and Control (2001) by
JakobFredslund and
MajaJ Mataric
SocialPotentials for Scalable Multi-Robot Formations (2000) by
TuckerBalch and
MariaHybinette
Behavior-basedFormation Control for Multi-robot Teams (1999) by
TuckerBalch and
RonaldC. Arkin

Steering behaviors:

AutonomousBehaviors for Interactive Vehicle Animations (2004) by Jared Go,Thuc Vu and
JamesKuffner.
[PDF]

Fast,Neat and Under Control: Inverse Steering Behaviors for PhysicalAutonomous Agents (2003) Heni Ben Amor,
Oliver Obst,
Jan Murray. [PDF][CiteSeer]

SteeringBehaviors For Autonomous Characters(1999) by
Craig Reynolds. [PDF][CiteSeer]

Crowds:

ContinuumCrowds (2006) by
Adrien Treuille,
SethCooper and
ZoranPopović [PDF][DivXmovie]

Big FastCrowds on PS3 (2006) by Craig Reynolds (PSCrowd)
[PDF]

FastCrowd:Real-Time Simulation and Interaction with Large Crowds based onGraphics Hardware (2004) by
NicolasCourty and
SoraiaRaupp Musse [PDF]

Interactionwith Groups of Autonomous Characters (2000) by
Craig Reynolds. [PDF]

Camera AI:

A Lightweight Intelligent Virtual Cinematography Systemfor Machinima Production (2007)
David K. Elson and
Mark O. Riedl.
[PDF]

ACinematography System for Virtual Storytelling (2003)
Nicolas Courty,
Fabrice Lamarche,
StéphaneDonikian, and
ÉricMarchand. [PDF]
Real-Time Camera Control For Interactive Storytelling(2002) Fred Charles, Jean-Luc Lugrin, Marc Cavazza and Steven J. Mead.
[PDF][CiteSeer]

ACamera Engine for Computer Games: Managing the Trade-Off BetweenConstraint Satisfaction and Frame Coherence (2001) by
Nicolas Halper,
Ralf Helbingand
ThomasStrothotte. [PDF]
[CiteSeer]

TheVirtual Cinematographer: A Paradigm for Automatic Real-Time CameraControl and Directing (1996) by
Michael F. Cohen,
Li-wei He and
David Salesin.
[PDF][CiteSeer]

Visibility and perception:

Visibility and Concealment Algorithms for 3D Simulations [PDF](2004) by
Christian J.Darken
AI on the GPU [PDF](2004) by
Christian J.Darken, E. Ray Pursel, J. Steve Correia. On determining howentities on a virtual battlefield see each other.
State Estimation for Game AI using Particle Filters(2004) by
Curt Bererton. [PDF] [***Ivideo]
Object Persistence for Synthetic Characters (2002) byDamian A. Isla and
BruceM. Blumberg. [PDF]

Social and conversationalagents:

Character Participation in Social Interaction [PDF](2004) by
Robert Zubek
GenericPersonality and Emotion Simulation for Conversational Agents
[PDF](2004) by
ArjanEgges, Sumedha Kshirsagar,
NadiaMagnenat-Thalmann
FLAME- A Fuzzy Logic Adaptive Model of Emotions (2000) by
Magy Seif El-Nasr, JohnYen, and Thomas Ioerger.
[PS]

Story AI:

Interactive Storytelling: A Player Modelling Approach(2007) David Thue, Vadim Bulitko, Marcia Spetch and EricWasylishen.
[PDF] (regarding:
PaSSAGE:Player-Specific Stories via Automatically Generated Events)

Dynamic Generation of Dilemma-based InteractiveNarratives (2007)
HeatherBarber and
DanielKudenko. [PDF]

AI Characters and Directors for Interactive ComputerGames (2004)
Brian Magerko,
John E. Laird, Mazin Assanie,
Alex Kerfoot and
Devvan Stokes.
[PDF]

An intent-driven planner for multi-agent story generation(2004) by
Mark Owen Riedland
R. Michael Young. [PDF]
Interactive Narrative Architecture Based on FilmmakingTheory (2004) by
Magy SeifEl-Nasr. [PDF]
A Search-Based Drama Manager (2004) by
Ari Lamsteinand
Michael Mateas [PDF]

Façade: AnExperiment in Building a Fully-Realized Interactive Drama (2003)
Michael Mateasand
Andrew Stern
[PDF]

TheStage as a Character: Automatic Creation of Acts of God for DramaticEffect(1995) by
Bradley Rhodesand
Pattie Maes

Action selection andagent architecture:

Improv: A System for Scripting Interactive Actors inVirtual Worlds (1996) by
KenPerlin and AthomasGoldberg
[PDF]
[CiteSeer]
[relatedpage]

Multi-LevelDirection of Autonomous Creatures for Real-Time Virtual Environments(1995) by
Bruce Blumbergand
Tinsley Galyean.
[PDF]
[CiteSeer]

Strategy and tactics:

SORTS: A Human-Level Approach to Real-Time Strategy AI(2007)
SamWintermute, Joseph Xu, and
John E. Laird [PDF]
Rules versus Scripts in Games Artificial Intelligence(2004) by
NathanCombs and Jean-Louis Ardoint. [PDF]

It Knows What You're Going to Do: Adding Anticipation toa Quakebot (2001) by
JohnE. Laird. [PDF]

Learning and evolution:

Evolving Opponents for Interesting Interactive ComputerGames (2004) by
GeorgiosN. Yannakakis and
John Hallam. [PDF]

Fast and Learnable Behavioral and Cognitive Modeling forVirtual Character Animation (2004)
Jonathan Dinerstein,
Parris K.Egbert,
Hugo de Garisand
NelsonDinerstein. [PDF]

IntegratedLearning for Interactive Synthetic Characters (2002)
Bruce Blumberg,
Marc Downie, Yuri Ivanov,
Matt Berlin, MichaelPatrick Johnson,
BillTomlinson.
[PDF]

Other:

SquadSmart: Hierarchical Planning and Coordinated PlanExecution for Squads of Characters (2007)
Peter Gorniak and IanDavis [PDF]

Automatic Rule Ordering for Dynamic Scripting (2007)Timor Timuri,
PieterSpronck and
Jaap vanden Herik [PDF]

AutomatingLighting Design for Interactive Entertainment (2004) Magy Seif El-Nasr and
Ian Horswill.
[PDF]

RealisticAutonomousNavigation in Dynamic Environments (2003) by
AlexChampandard
(Masters thesis, University ofEdinburgh)
RTS Games as Test-Bed for Real-Time Research [PDF](2003)
Michael Buroand Timothy Furtak.
Artificial Stupidity: The Art of Intentional Mistakes(2003)
Lars Liden. [PDF]
A Visual Environment for Rapid Behavior Definition (2003)Dan Fu, Ryan Houlette, and Randy Jensen.
[PDF]
Putting AI in Entertainment: An AI Authoring Tool forSimulation and Games (2002) by Daniel Fu and Ryan Houlette
[PDF]

Strategic and Tactical Reasoning with Waypoints (2002)
Lars Liden. [PDF]
Gamebots: A 3D Virtual World Test-Bed For Multi-AgentResearch (2001)
Rogelio Adobbati,Andrew N. Marshall, Andrew Scholer,
Sheila Tejada, Gal Kaminka, StevenSchaffer, Chris Sollitto.
[PDF] [CiteSeer]

Game AI articles:

ArtificialIntelligence articles from
Gamasutra (requires free registration)

UsingGenetic Algorithms for Game AI by
Greg James at
GIGnews
AIin VideoGames vs. AI in Academia (Slashdot discussion)

WildThings game AI article from
Wired.
AIhelps gamers keep on playing (BBC 2002) by Mark Ward on AI in
Majorem
Computergames start thinking (BBC 2002) by Mark Ward

Thefuture of artificial intelligence: The Borg?
(2002, ZDNet) groupmind AI for "Dmitry"
AIin action games: complete interviews (2002, PC Gamer)

NOLF2: the complete developer interview (2002, PC Gamer)
AIMiddleware: Getting into Characterby Eric Dybsand(Gamasutra, July 2003) parts:

1,
2,
3,
4,
5
TheFull Spectrum Warrior Camera System by John Giors (GDC2004, Gamasutra
(requires free registration))
Underthe hood of The Sims (2002
IE only?) lecture notesby
KenForbus
What does AIoffer video games? (2004, self-published) by Craig Furness
Bringingemotions to video games Can games inspire feelings as well as fun?by Tom Loftus (2004, MSNBC)
[PDF]
Adaptingthe Tools of Drama to Interactive Storytelling (2001, Gamasutra(requires free registration)) by
Randy Littlejohn
Agitatingfor Dramatic Change (2003, Gamasutra (requires freeregistration)) by
RandyLittlejohn

Software:

Commercial:

AI.implantfrom
Engenuity Technologies
ArtificialContender from
TruSoft
DirectIA
emotion ai
Kynapsefrom
Kynogon
LiveCombatfrom
AiLive
Louder Than ABomb! Software
Massive
(crowdsystem used in Lord of the Rings,
see also)
Pariveda
Realtime Drama
RenderWareA.I.
("powered by Kynogon")
SimBionicfrom
Stottler HenkeAssociates.
SoftimageBehavior
SpirOps

VirtoolsAI Pack (formerly NeMo?)

Open source:

Other:

IGDA'scommittee onArtificial Intelligence (AI) Interface Standards
[relatedgame AI newsletter]
InternationalJournal of Intelligent Games & Simulation
Computers> Artificial Intelligence > Games
(Google/DMOZdirectory)
comp.ai.gamesnewsgroup
(via webor
nntp)
Related topics:

Gameswith programmable AI: games providing API/SDK allowing them to beused astestbeds for AI research.
(From
CS 672:Learning and Sequential Decision Making by
Michael L. Littman.)Some others:

ORTS - AFree Software RTS Game Framework
Freeciv:"Cause civilization should be free!"

Games> Video Games > Simulation > Programming Games
(Google/DMOZdirectory)
GamebotsUnreal Tournament as a domain for research in artificial intelligence

Emotionally Challengedblog by
Ian Wilson on articial emotion.

Terra Nova ablog about virtual worlds: "computer-generated, persistent, immersive,and representational social platforms...MMORPGs..."

InteractiveStorytelling: Techniques for 21st Century Fiction (2004) book by
Andrew Glassner
GPGPU General-PurposeComputation Using Graphics Hardware

AIon the Web a massive directory of general (not specifically gamerelated) AIlinks, online companion to the book
ArtificialIntelligence: A Modern Approach
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