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allis.zip |
Allis' Ph.D. thesis: Searching for Solutions in Games and AI |
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bsp_tree.zip |
BSP (binary space partitioning) trees by E.Edwards + code |
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closed_1.zip |
Algorithm to create a closed surface from random points |
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collide.zip |
Pixel-Precision Method for Detecting Sprite Collision 1.0 |
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collisio.txt |
Collision Detection with Sectors - theory + source (C) |
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Collision Detection |
Collision Detection |
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Color Image searching algorithm |
Some articles on Image content search by IBM research |
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connect4.zip |
A Knowledge-based Approach of Connect4 - White wins (Allis) |
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Enclosing Ball Code |
Algorithm on computational geometry code that will calculate the smallest enclosing ball of a set of points or a set of balls in arbitrary dimension. |
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evolutio.zip |
Intelligent Behavior Without AI: Evolutionary Approach - Kirby |
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Fast CRC32 |
This document describes how to implement a 32-bit CRC algorithm efficiently. |
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fatmap.txt |
Fast affine texture mapping - by Mats Byggmastar (C/asm) |
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Genetic Algorithms for Games |
Genetic Algorithms for Games |
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gomoku.zip |
Go-Moku (5-in-a-row) and Threat-Space Search - Black wins |
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hexgrids.txt |
Hexagonal grids |
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ieee_vr.zip |
Interactive Collision Detection - Philip Hubbard (8p) |
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ifai_cyc.zip |
IF, AI and the confabulating-arranger model.. - J.Barger |
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JACOB |
Just A Content Based Query System For Video Databases |
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karmadoc.txt |
About 3D shading, zbuffer and textures - Jean Cardinal |
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kohonen.ai |
Kohonen Network Algorithm - learning neural network intro |
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lansd.zip |
R.Lansdale master's thesis: Texture Mapping and.. (177p) |
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md4_rsa.zip |
MD4 Message-Digest Algorithm by R. Rivest (RFC 1186F) |
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metrics.zip |
C Metrics package - cocomo,fp,mccabe,halstead, bibliography (C) |
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mlgamego.zip |
Machine Learning, Game Play, and Go by D.Stoutamire |
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Octree Color Quantization |
Octree Color Quantization, reduce the color from 24-bit to 8bits.. |
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Paul Hsieh's Square Root page |
Square Root Algorithm |
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Phong Shading |
Phong Shading, rendering |
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QBIC |
QBIC(TM) -- IBM's Query By Image Content |
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Screen Blur |
Screen Blur |
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spr_anim.zip |
A method for sprite animation by Richard Caners |
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sprite.zip |
Microsoft Word document describing method to implement sprites |
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Steering Behaviors For Autonomous Characters |
Java demonstrations of steering algorithms for physically-based agents in continuous space. |
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strateg3.zip |
wargame strategy AI - Luppnow, Triemstra, Sommerlund |
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Terrain Generating source code and algorithm |
Terrain Generating source code and algorithm |
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Tile Graphics Technique |
Jason McIntosh's Tile Graphics Technique. Another great article about handling tile-based maps. It refers to the above "Tile-based Games FAQ" method, but improves on the implementation by using linked lists. |
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Tile Graphics Techniques |
Tile Graphics Techniques |
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tr_103.zip |
A Genetic Algorithm Tutorial by Darrell Whitley (38p) |
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tr_105.zip |
Adjustable Gradient Filter for Volume Visualization - Goss (14) |
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tr_120.zip |
Program Understanding - A Survey - Von Mayrhauser/Vans (32p) |
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trees94.zip |
Representing Trees in Genetic Algorithms - Palmer/Kershenbaum 6 |
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uncertai.zip |
Uncertainty in AI by S.Thomson - Bayesian networks in game AI |
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WASTE - Bresenham's Line Algorithm |
WASTE - Bresenham's Line Algorithm |