Current articles
A Tutor System for Pool
This introduces our new dynamic teaching system for Pool and Snooker. The AI tutor personalises teaching of this game.
The 18th CSA World Computer Shogi Championships
Reijer's report on this main event in the Shogi calendar, including Spear and Shotest progress.
Previous articles
The Puzzle Workbench
This talks about our generic framework for creating puzzle games and plug-in components for use in 3rd party games.
Statistical Minefields
with Version Testing
Returning to issues that need to be addressed when developing competition-level
AI.
Emulating Biological Systems
2 of 2
This is the final section in this series, looking at how we approached the
creation of Aquatic AI.
Creating Book Knowledge
Opening knowledge is essential for many board games. This looks at the basic
needs for constructing such a system.
Developing Biological
Emulation using a Generic Turn-based Testbed
This takes the AIF generic testbed architecture into the difficult domain
of bio-emulation.
Predicting Game States
in Imperfect Information Games
Looking at the simple game of Gin Rummy and effective heuristics to play it.
Negative Plausibility
Taking another different look at this core technique used to re-order moves
in search trees.
The 17th World
Computer Shogi Championship 2007
Reijer's report on this main event in the Shogi calendar, including progress
of Spear and Shotest.
Emulating Biological Systems
1 of 2
This article looks at the problems of modelling an aquarium, requiring emulation
of a real biological system.
Advanced Diagnostic
Tracing
This is a follow-on to a previous article on our in-house development, this
time looking at the testbed console.
Looking for Alternatives
to Quiescence Search
This provides another look into our flagship product,
looking at the way it deals with tactical exchanges.
Intelligent Diagnostic Tracing
There are many way of putting code together. This looks
at one key aspect of our AI engine development.
Interpolating
3D for Faster Framerates
The demands of a complex animated world can impose a heavy processor cost.
Optimised Navigation of
Complex 3D Worlds
The AI needed to support 3D can be expensive. This looks
at ways of optimising the maths required.
Fuzzy books: Approximate
opening knowledge
Classically, game playing programs use precise openings. Shotest takes another
approach.
The World Computer Shogi Championship 2006
Reijer covers this major event in the Shogi calendar, including progress of SPEAR and Shotest.
Plausibility analysis
This is the essential part of minimax search programs faced with vast numbers of moves.
Playing stronger
by learning
This looks at simple ways to improve play strength by
using extended auto-play learning.
Evaluation by Hill-climbing:
Getting the right move by solving micro-problems
Progressing to an AI win by small steps.
Off-the-shelf AI : Plug-in Minimax
A generic resource to create quicker, easier and better projects.
Treebeard - A new way to do chess
Computer Chess has a long history. Treebeard experiments with new ways of
solving this classic game.
The World Computer Shogi Championship
2005
Reijer Grimbergen plots the progress of this annual event and AI Factory's
program Shotest.
Developing competition level games intelligence
AI Factory game engines have been entering tournaments since 1992. The preparation
is its own science.
Writing cpu intensive AI without multi-threading
Handling processor sharing between UI and engine is a big issue, which AI
Factory has addressed.
Future articles
The impact of the AI Factory testbed architecture on game development