CAPTCHA
"CAPTCHA," a "gotcha"-inspired acronym that means Completely Automatic Public Turing test to tell Computers and Humans Apart. A CAPTCHA is a program that can generate and grade tests that most humans can pass, but current computer programs can't pass. For example, humans can read distorted text as the one shown below, but current computer programs can't:
WATSON by INTELLEXT
Why go searching when you can have results found for you?Watson understands what you are working on and brings you the information you need – from anywhere – web search engines, desktop search applications, blogs, news sites, subscription services, even your company's information systems. In real-time, without being asked. It’s like having a personal research assistant you don’t have to micromanage. http://www.intellext.com/index.html
AppleGeeks
 This is a great site for all of the Apple computer lovers in all of us. Also check out Frappr.
Disney Buys Pixar for US$7 Billion
 Steve Jobs Becomes Largest Shareholder Pixar Animation Studios, whose films have garnered critical acclaim with both domestic and overseas audiences, is being bought tomorrow by Disney for $7 billion. Steve Jobs, as the CEO of Pixar, will become the largest shareholder in Disney. In contrast to Pixar's remarkable success, Disney have struggled in the last decade to release original and financially successful productions; recently, many of the studio's films have been sequels of earlier successful works, a good portion of which have been released direct to video. The buyout very much parallels Apple's purchase of NeXT ten years ago. Because so much of NeXT's advanced technology essentially displaced Apple's own struggling and dated codebase for the Mac OS to become Mac OS X, and Steve Jobs' own idea of a trimmed and stylish product line replaced the beige box Power Mac (insert four-digit number here), many industry analysts joked that 'NeXT had bought Apple for negative $400 million.' Like NeXT (one of Steve Jobs's projects) was bought by Apple, and its technology incorporated into the company to revamp its product line, Pixar (again a project of Steve Jobs's) may very well save Disney. For those that either fear that Disney's long-lived traditional animation techniques will be completely replaced by computer 3D rendering, or believe that Disney will mishandle Pixar's talent and resources and bring an unfortunate end to the latter studio's successful run of films, consider two facts: the executives at Pixar, Steve Jobs included, believe that this will be as good for Pixar as it will be for Disney. No one at Pixar would be going along with the purchase if they thought that Disney was going to ruin them. Secondly, it is noteworthy that Steve Jobs is the largest shareholder at Disney. Steve Jobs has a reputation for getting what he wants, and it's doubtful that he made this deal without knowing he would have a significant say in Disney's direction. There may well be a rehash of the old joke, as 'Pixar buys Disney for -$7 billion.' Additionally, with Steve Jobs's field of influence closer to executives as Disney, there may soon be a much larger amount of Disney content available on iTunes in coming months.
Creative GameMaker Games
You can find some old but creative Gamemaker games here. You might have to rework the codes to make them work on the new version of the Gamemaker. Just get the ideas.
14 Reasons Why Artists Keep Visual Journals
- Keeping a visual journal helps the artist develop a sense of self–discipline.
- The chronological nature of the journal means that you are automatically recording your personal improvement.
- A journal can become for you a ‘place’ where you can work out themes as they develop on the journey.
- It is always good when you are presenting your work to be able to fit it into a theme.
- Style is a process of evolution.
- As you develop the 'habit of creativity' you will also develop an intuitive awareness.
Regard your journal as your personal safe place. - It is also a means of communication, a holding place for ideas to share with other artists and students who wish to learn.
- Your journal is your note-takers paradise … a place where ideas can be kept in the written form as well as visually…
- Keep technical notes - make sure you are learning about mixing colours and learning theory.
- Set your self - 'paced learning tasks' of a specified nature.
- Have a particular learning outcome in mind.
- Your journal is a safe place where you can experiment with abstractions. It will facilitate an unveiling of ways to express emotions and feelings.
- Above all this safe haven of personal expression can become for you (if you let it) a source of relaxation.
- As an artistic venture your journal will naturally evolve into your precious planning tool.
Video Game History
Video game history sites: If you want to see old video game ads, go here. If you want to play some of the old video games, go here.
VB at the Movies
Microsoft has 101 short films to provide everybody from the beginner through the advanced developer with an opportunity to amp up their Visual Basic skills. Grab your popcorn and soda, sit back, and enjoy!
The Gaming Zone & PLCMC
 The Gaming Zone is the name given to the gaming programs sponsored in the Main Library of PLCMC's (Public Library of Charlotte & Mecklenburg County) in Charlotte, NC. http://thegamingzone.blogspot.com/
Math and Physics for SGD
A good site to find articles and tutorials on Math and Physics for SGD.
Watch This
I am sure you have seen it before. Watch it again.
Sending big files?
Are you trying to send a bif file to someone and your mail server doesn't allow you. Use YouSentIt.
On-Line Project Management Tool
Basecamp is a unique project collaboration tool. Projects don't fail from a lack of charts, graphs, or reports, they fail from a lack of communication and collaboration. Basecamp makes it simple to communicate and collaborate on projects.
GameStop - Major Troubles
One manager at leading video games retailer GameStop claims that the company is having trouble, which has made this person "nervous about the welfare of the company." Reportedly, managers have been told that they must get huge reservation numbers and Game Informer subscriptions... Read the Full Article
Microsoft Now Says Blu-ray Not a Possibility for 360
Following the news of the external HD DVD drive for the Xbox 360 and reports that Microsoft would consider Blu-ray if necessary, the company has now flip-flopped on Blu-ray, reaffirming their 100% committment to the HD DVD format. Read the Full Article
Free Game Programming Resources
This is a resource site for free game development tools.
Gimp
GIMP is a great free software for photo retouching, image composition and image authoring. It works on many operating systems, in many languages. GIMP TotorialURL: http://gimp.org/tutorials/These are the tutorials at the gimp.org site. They are arranged into categories including Beginner, Intermediate, Expert, Photo Editing, Web, and Script Authoring. Grokking the GIMP
URL: http://gimp-savvy.com/BOOK/index.htmlThis is an entire free GIMP book that is available to read online or download in html format. GIMP User GroupURL: http://gug.sunsite.dk/?page=tutorialsThe GUG contains tutorials for various versions of the GIMP. Basic GIMP TutorialURL: http://www.ufocomes.de/files/basegien.htmlDraw a stickman in GIMP. This tutorial is also availabe in German (Deutsch). A Tutorial for Perl Gimp UsersURL: http://imagic.weizmann.ac.il/~dov/gimp/perl-tut.htmlPerl as a language is probably more familiar to the web-literate users, as it is the major language for writing CGI scripts. Now, Gimp scripts may also be written with Perl. This tutorial will describe how to write such plug-ins and scripts for Gimp. Beginners Guide to The GIMPURL: http://bachue.com/alejo/gimptutorial.htmlThis guide covers the 1.3 version of The GIMP. Gimp TutorialsURL: http://tigert.gimp.org/gimp/Some GIMP tutorials and resources. Getting Started with The GIMP: an informal tutorialURL: http://www.gilesorr.com/papers/gimp-tutorial/gimp.htmlThis tutorial is highly informal, and is a walk-through of some fairly basic things that can be done with the GIMP Gimp-Tutorial
URL: http://www.linuxnetmag.com/en/issue4/m4gimp1.htmlA two-part gimp tutorial that uses an animated banner as an example. The Gimp Tutorials - Phillip Riley's Homapage
URL: http://www.geocities.com/phillipriley/comptutgimp.htmlButtons and backgrounds tutorials How to Use GIMP for Photo and Image Editing
URL: http://www.mozillaquest.com/OpenSource04/Gimp-Photo-Edit-Tutorial-01_Story01.htmlA tutorial from LinuxNetMag that focuses on the basics of using GIMP's cropping, scaling, brightness adjustment, and contrast adjustment tools. You will learn how to use these tools by editing a digital photograph. GIMPguru.org
URL: http://www.gimpguru.org/GIMPguru.org is a resource for those using the GNU Image Manipulation Program (GIMP) to edit photographs. The site includes tutorials and a forum. Photo Touch Up and Enhancement in the GIMPURL: http://www.geocities.com/SiliconValley/Haven/5179/The purpose of this tutorial is to explain how the GIMP can be used to touch up and enhance your photos. The RRU Gimp Tutorial
URL: http://www.rru.com/~meo/gimp/Tutorial/N/A GIMP Tutorial
URL: http://members.cox.net/wcommerc/the_gimp/the_gimp.shtmlA pretty short tutorial series with some basics about photo editing, text effects and drawing lines. GIMP User FAQURL: http://www.rru.com/~meo/gimp/faq-user.htmlAnswers to about a hundred commonly asked questions about the GIMP.
U.S. Video Game Industry Achieves Record-Breaking Year
Naysayers thought it couldn't be done, especially with the terrible sales performances during the fall/winter period, but thanks largely to portable gaming the U.S. video game industry has set a new record of $10.5 billion. Read the Full Article
Tutorial ...
Pixel2life is a nice tutorial porta. Specially, check the Blender tutorials.
Looking for good sprites?
G4TV
Watch many of G4TV shows on-line.
Fraps
Fraps is a universal Windows application that can be used with all games using DirectX or OpenGL technology. In its current form Fraps performs many tasks and can best be described as: Benchmarking Software - See how many Frames Per Second (FPS) you are getting in a corner of your screen. Perform custom benchmarks and measure the frame rate between any two points. Save the statistics out to disk and use them for your own reviews and applications. Screen Capture Software - Take a screenshot with the press of a key! There's no need to paste into a paint program every time you want to capture the screen. Your screen captures are also automatically named and timestamped. Realtime Video Capture Software - Have you ever wanted to record video while playing your favourite game? Come join the Machinima revolution! Throw away the VCR, forget about using a DV cam, game recording has never been this easy! Fraps can capture audio and video up to 1152x864 and 100 frames per second!
Today's Links
Check the following site: For OpenGL: For Flash: For Physics:
U.S. Video Game Industry Achieves Record-Breaking Year
Naysayers thought it couldn't be done, especially with the terrible sales performances during the fall/winter period, but thanks largely to portable gaming the U.S. video game industry has set a new record of $10.5 billion. Read the Full Article
1980's Interview with the designer of Pac Man, Toru Iwatani
Excerpt from Interview with Toru Iwatani: INTERVIEWER:What kind of skills or philosophy must a game designer have to be successful? IWATANI:You must understand people's souls (kokoro) and be creative enough to imagine things that can't be thought or imagined by others. You must he compelled to do something a little bit different than the rest of the crowd and enjoy being different. You must also be able to visualise the images that will make up the game, and you shouldn't compromise with the first easy idea that comes to mind. In the last analysis, you must enjoy making people happy. That's the basis of being a good game designer, and leads to great game design. http://www.geocities.com/SiliconValley/Heights/5874/iwatani.htm
RTI Systems Modeling and Simulation
RTI is an independent, nonprofit, 501(c)(3) corporation with a distinguished history in scientific research and technology development. RTI has developed a wide range of computer simulation models. http://www.rti.org/page.cfm?nav=284
Artist Mods - Your Favorite Artists Get Animated!
Yahoo Music Artist Mods brings you the Music Modmaker – a creative software application that lets you remake music videos. Its 3D engine puts you in the director’s chair making music videos for today’s top musical artists. http://music.yahoo.com/promos/artistmods/
Books/Papers: Math for Games
 I exraxted the following list of books/papers from "Essential Math for Games Programmers " site: General References - Computer Graphics: Principles and Practice, by Foley, van Dam, Feiner and Hughes (companion source code)
- Real-Time Rendering, by Akenine-Möller and Haines (companion web site)
- 3D Game Engine Design, by Eberly (Geometric Tools site)
- Mathematics: From the Birth of Numbers, by Gullberg
- Jim Blinn’s Corner: A Trip Down the Graphics Pipeline, by Blinn
- Jim Blinn's Corner: Dirty Pixels, by Blinn
- Jim Blinn's Corner: Notation, Notation, Notation, by Blinn
- Game Programming Gems, by DeLoura (editor)
- Game Programming Gems 2, by DeLoura (editor)
- Game Programming Gems 3, by Treglia (editor)
- Game Programming Gems 4, by Kirmse (editor) (contains an article by Jim)
- Game Programming Gems 5, by Pallister (editor) (contains an article by Jim)
- Game Developer magazine source codeChris Hecker's home pageJeff Lander's Game Developer articlesJonathan Blow's home page
Mathematical BackgroundCurves and Animation- Computer Animation: Algorithms and Techniques, by Parent
- An Introduction to Splines for Use in Computer Graphics & Geometric Modelling, by Bartels, Beatty, and Barsky
- Mathematical Elements for Computer Graphics, by Rogers and Adams
- An Introduction to NURBS: With Historical Perspective, by Rogers
- Inverse Kinematics and Geometric Constraints for Articulated Figure Manipulation, by Welman"
- Real-Time Inverse Kinematics: The Return of the Jacobian", by Meredith and Maddock
- "Real-Time Inverse Kinematics Techniques for Anthropomorphic Limbs", by Tolani, Goswami, and Badler
QuaternionsPhysical Simulation and Collision
Government & Military Links
Advanced Simulation and Computing (ASC) Under ASC, computer simulation capabilities are developed to analyze and predict the performance, safety, and reliability of nuclear weapons and to certify their functionality. http://www.sandia.gov/NNSA/ASC/The Defense Modeling and Simulation Office (DMSO) DMSO is the catalyst organization for Department of Defense (DoD) modeling and simulation (M&S) and ensures that M&S technology development is consistent with other related initiatives. https://www.dmso.mil/public/Joint Conflict and Tactical Simulation (JCATS) The JCATS program, managed from U.S. Joint Forces Command’s (USJFCOM) Joint Warfighting Center/J7, is an interactive, entity level, data-driven, multi-sided simulation tool. http://www.jfcom.mil/about/fact_jcats.htm
Essential Math for Games Programmers
Web Sites on Game AI
Game developer: AIWisdom.com by Steve RabinGame/AI blog by Damian Isla Game AI Page by Steve WoodcockaiGuru.com by Michael ZarozinskiAI Depot by Alex ChampandardGame AI links by Robert ZubekAn AI Architecture for Games and Robotics by Nick PorcinoArtificial Intelligence resources at gamedev.netArtificial Intelligence resources at GDSEAcademic: Artificial Intelligence and Computer Games Research at UMich by John Laird et al. Artificial Intelligence section of Amit Patel's Game Programming Information. AI Center by Alexander NareyekDialogue in Computer Games by Penny DrennanGame AI Paper Summaries, Strategy AI and by Penny SweetserConferences and workshops:V-Crowds '05 The First International Workshop on Crowd Simulation Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2005) AAAI-04 Workshop on Challenges in Game AI (2004) Artificial Intelligence and Interactive Entertainment (AAAI AIIE 2002, 2001, 2000, 1999) Books: (see also AIWisdom.com) Artificial Intelligence for Computer Games: An Introduction (2004) by John D. Funge. The companion web site ai4games.org includes bibliography, errata, chapter guide, and relevant links. Programming Game AI by Example (2004) by Mat BucklandAI Game Engine Programming (2004) by Brian Schwab AI for Game Developers (2004) by David M. Bourg and Glenn Seeman AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors (2003) by Alex Champandard. See also the companion web site AiGameDev.com. AI Game Programming Wisdom 2 (2003) edited by Steve Rabin. AI Game Programming Wisdom (2002) edited by Steve Rabin. AI for Animation and Games: A Cognitive Modeling Approach (1999) by John D. Funge. Papers:
Surveys and overviews: Alex Nareyek (2004) Artificial Intelligence in Computer Games - State of the Art and Future Directions ACM Queue 1(10), 58-65 ( PDF of print version) Behavior Modeling in Commercial Games (2004) by David E. Diller, William Ferguson, Alice M. Leung, Brett Benyo, Dennis Foley [ DOC] Pathfinding: Near Optimal Hierarchical Path-Finding (2004) Adi Botea, Martin Müller and Jonathan Schaeffer Efficient Navigation Mesh Implementation (2004) John C. O’Neill Realistic Human Path Planning using Fluid Simulation [ PDF] (2004) by René G. Burgess and Christian J. DarkenRibbon Networks for Modeling Navigable Paths of Autonomous Agents in Virtual Urban Environments [ PDF] (2003) Peter Willemsen, Joseph K. Kearney and Hongling WangInteractive Navigation in Complex Environments Using Path Planning (2003) Brian Salomon, Maxim Garber, Ming C. Lin, and Dinesh ManochaPolygon Soup for the Programmer's Soul: 3D Pathfinding (2001) by Patrick Smith. GDC 2001 presentation slides in [ PPT]. Formations: Formation-Based Pathfinding With Real-World Vehicles (2000) by Jim Van Verth, Victor Brueggemann, Jon Owen and Peter McMurry. Extends steering behaviors to include multi-vehicle formations and explores more specific vehicle locomotion models. Coordinated Unit Movement, and Implementing Coordinated Movement (1999) by Dave PottingerClosely related robotics papers: Formations with a Mission: Stable Coordination of Vehicle Group Maneuvers (2002) by Petter Ogren, Edward Fiorelli and Naomi Ehrich LeonardNegotiated Formations (2003) by David J. Naffin and Gaurav S. SukhatmeRobot Formations Using Only Local Sensing and Control (2001) by Jakob Fredslund and Maja J MataricSocial Potentials for Scalable Multi-Robot Formations (2000) by Tucker Balch and Maria HybinetteBehavior-based Formation Control for Multi-robot Teams (1999) by Tucker Balch and Ronald C. ArkinSteering behaviors: Autonomous Behaviors for Interactive Vehicle Animations (2004) by Jared Go, Thuc Vu and James Kuffner. [ PDF] Fast, Neat and Under Control: Inverse Steering Behaviors for Physical Autonomous Agents (2003) Heni Ben Amor, Oliver Obst, Jan Murray. [ PDF] [ CiteSeer] Steering Behaviors For Autonomous Characters (1999) by Craig Reynolds. [ PDF] [ CiteSeer] Crowds: FastCrowd: Real-Time Simulation and Interaction with Large Crowds based on Graphics Hardware (2004) by Nicolas Courty and Soraia Raupp Musse [ PDF] Interaction with Groups of Autonomous Characters (2000) by Craig Reynolds. [ PDF] Camera AI: A Cinematography System for Virtual Storytelling (2003) Nicolas Courty, Fabrice Lamarche, Stéphane Donikian, and Éric Marchand. [ PDF] Real-Time Camera Control For Interactive Storytelling (2002) Fred Charles, Jean-Luc Lugrin, Marc Cavazza and Steven J. Mead. [ PDF] [ CiteSeer] A Camera Engine for Computer Games: Managing the Trade-Off Between Constraint Satisfaction and Frame Coherence (2001) by Nicolas Halper, Ralf Helbing and Thomas Strothotte. [ PDF] [ CiteSeer] The Virtual Cinematographer: A Paradigm for Automatic Real-Time Camera Control 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. DarkenAI on the GPU [ PDF] (2004) by Christian J. Darken, E. Ray Pursel, J. Steve Correia. On determining how entities on a virtual battlefield see each other. State Estimation for Game AI using Particle Filters (2004) by Curt Bererton. [ PDF] [ AVI video] Object Persistence for Synthetic Characters (2002) by Damian A. Isla and Bruce M. Blumberg. [ PDF] Social and conversational agents: Character Participation in Social Interaction [ PDF] (2004) by Robert ZubekGeneric Personality and Emotion Simulation for Conversational Agents [ PDF] (2004) by Arjan Egges, Sumedha Kshirsagar, Nadia Magnenat-ThalmannFLAME - A Fuzzy Logic Adaptive Model of Emotions (2000) by Magy Seif El-Nasr, John Yen, and Thomas Ioerger. [ PS] Story AI: AI Characters and Directors for Interactive Computer Games (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 Riedl and R. Michael Young. [ PDF] Interactive Narrative Architecture Based on Filmmaking Theory (2004) by Magy Seif El-Nasr. [ PDF] A Search-Based Drama Manager (2004) by Ari Lamstein and Michael Mateas [ PDF] Façade: An Experiment in Building a Fully-Realized Interactive Drama (2003) Michael Mateas and Andrew Stern [ PDF] The Stage as a Character: Automatic Creation of Acts of God for Dramatic Effect (1995) by Bradley Rhodes and Pattie MaesAction selection and agent architecture: Improv: A System for Scripting Interactive Actors in Virtual Worlds (1996) by Ken Perlin and Athomas Goldberg [ PDF] [ CiteSeer] [ related page] Multi-Level Direction of Autonomous Creatures for Real-Time Virtual Environments (1995) by Bruce Blumberg and Tinsley Galyean. [ PDF] [ CiteSeer] Strategy and tactics: Rules versus Scripts in Games Artificial Intelligence (2004) by Nathan Combs and Jean-Louis Ardoint. [ PDF] It Knows What You're Going to Do: Adding Anticipation to a Quakebot (2001) by John E. Laird. [ PDF] Learning and evolution: Evolving Opponents for Interesting Interactive Computer Games (2004) by Georgios N. Yannakakis and John Hallam. [ PDF] Fast and Learnable Behavioral and Cognitive Modeling for Virtual Character Animation (2004) Jonathan Dinerstein, Parris K. Egbert, Hugo de Garis and Nelson Dinerstein. [ PDF] Integrated Learning for Interactive Synthetic Characters (2002) Bruce Blumberg, Marc Downie, Yuri Ivanov, Matt Berlin, Michael Patrick Johnson, Bill Tomlinson. [ PDF] Other: Automating Lighting Design for Interactive Entertainment (2004) Magy Seif El-Nasr and Ian Horswill. [PDF] Realistic Autonomous Navigation in Dynamic Environments (2003) by Alex Champandard (Masters thesis, University of Edinburgh) RTS Games as Test-Bed for Real-Time Research [ PDF] (2003) Michael Buro and Timothy Furtak. Artificial Stupidity: The Art of Intentional Mistakes (2003) Lars Liden. [ PDF] Putting AI in Entertainment: An AI Authoring Tool for Simulation 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-Agent Research (2001) Rogelio Adobbati, Andrew N. Marshall, Andrew Scholer, Sheila Tejada, Gal Kaminka, Steven Schaffer, Chris Sollitto. [ PDF] [ CiteSeer] Game AI articles:Artificial Intelligence articles from Gamasutra (requires free registration) Using Genetic Algorithms for Game AI by Greg James at GIGnewsAI in Video Games vs. AI in Academia (Slashdot discussion) Wild Things game AI article from Wired. AI helps gamers keep on playing (BBC 2002) by Mark Ward on AI in MajoremComputer games start thinking (BBC 2002) by Mark Ward The future of artificial intelligence: The Borg? (2002, ZDNet) group mind AI for "Dmitry" AI in action games: complete interviews (2002, PC Gamer) NOLF 2: the complete developer interview (2002, PC Gamer) AI Middleware: Getting into Character by Eric Dybsand (Gamasutra, July 2003) parts: 1, 2, 3, 4, 5The Full Spectrum Warrior Camera System by John Giors (GDC 2004, Gamasutra (requires free registration)) Under the hood of The Sims (2002 IE only?) lecture notes by Ken ForbusWhat does AI offer video games? (2004, self-published) by Craig Furness Bringing emotions to video games Can games inspire feelings as well as fun? by Tom Loftus (2004, MSNBC) [ PDF] Adapting the Tools of Drama to Interactive Storytelling (2001, Gamasutra (requires free registration)) by Randy LittlejohnAgitating for Dramatic Change (2003, Gamasutra (requires free registration)) by Randy LittlejohnSoftware:
Commercial: AI.implant from BioGraphic Technologies Massive (crowd system used in Lord of the Rings, see also) Softimage BehaviorRenderWare A.I. ("powered by Kynogon") SimBionic from Stottler Henke Associates see also. ParivedaLouder Than A Bomb! SoftwareVirtools AI Pack (formerly NeMo?) DirectIAemotion aiRealtime DramaOpen source: OpenAIFEAR: a generic framework for AI development with a collection of building blocks, and methodologies to extend the system OpenSteer: a C++ library and tools to help construct steering behaviors for autonomous characters Other: IGDA's committee on Artificial Intelligence (AI) Interface Standards [ related game AI newsletter] International Journal of Intelligent Games & SimulationComputers > Artificial Intelligence > Games (Google/DMOZ directory) comp.ai.games newsgroup (via web or nntp) Related topics:Games with programmable AI: games providing API/SDK allowing them to be used as testbeds for AI research. (From CS 672: Learning and Sequential Decision Making by Michael L. Littman.) Some others: ORTS - A Free Software RTS Game Framework Freeciv: "Cause civilization should be free!" Games > Video Games > Simulation > Programming Games (Google/DMOZ directory) Gamebots Unreal Tournament as a domain for research in artificial intelligence Emotionally Challenged blog by Ian Wilson on articial emotion. Terra Nova a blog about virtual worlds: "computer-generated, persistent, immersive, and representational social platforms...MMORPGs..." Interactive Storytelling: Techniques for 21st Century Fiction (2004) book by Andrew GlassnerGPGPU General-Purpose Computation Using Graphics Hardware AI on the Web a massive directory of general (not specifically game related) AI links, online companion to the book Artificial Intelligence: A Modern Approach
Creating Games Under 7 Days
 4 grad students made over 50 games in 1 Semester. Their " Tower of Goo" was downloaded over 100,000 times within months of hitting the net. Here's the crazy game idea: Drag trash-talkin' gobs of goo to build a giant tower higher and higher. They squirm and giggle and climb upward over the backs of their brothers, but be careful! A constant battle against gravity, if you build a tower that's too unstable, it will all fall down. I know that I have mentioned this over and over again, but once again, make sure that you check this site frequently: http://www.experimentalgameplay.com/Make sure to visit their forum. And, read this article.
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