This third quarter has seen a shift in the direction of our classic game architecture, with a particular boost to work on our Shogi program Shotest. We are now halfway to the next World Championship. There is still a buzz in the Shogi World from the appearance of a new program Bonanza, which won the World Championship at its first competitive attempt. However this program is not invulnerable, as can be seen from a subsequent loss to our own program (Spring 2006). However this has shaken up the Shogi world and the coming World Championship promises to be a highly competitive event!
Article: Looking for Alternatives to Quiescence Search: This provides another look into our flagship product, looking at the way it deals with tactical exchanges.
Article: Intelligent Diagnostic Tracing: There are many way of putting code together. This looks at one key aspect of our AI engine development.
The 3rd Party Engine resource: AI Factory has many game engines, all with the same interface for every platform.
Custom AI for 3rd parties: With our background in AI, we are involved in producing customised AI components for 3rd party developers.
Quality 3D products: We already have a range of very high quality 3D products with realistic visual effects.
Quarterly round-up: General news about company activities and new products.
AI Factory home: This links through to the main AI Factory website. From there you can review our products and access our engineering documentation.
Future articles scheduled:
The impact of the AI Factory testbed architecture on game development.
Imperfect games: trying to find the best play when you do not have all the information.
Forgotten games: TAFL.
The universal game control mechanism: Finding a framework that fits all.
Playing badly: Trying to create AI that plays badly in a convincingly human way.
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