Game artificial intelligence
A* search algorithm
In computer science, A* ) is a computer algorithm that is widely used in pathfinding and graph traversal, the process of plotting an efficiently traversable path between points, called nodes.
In computer science, A* ) is a computer algorithm that is widely used in pathfinding and graph traversal, the process of plotting an efficiently traversable path between points, called nodes.
Alexander Brudno
Alexander L'vovich Brudno was a Russian Jewish computer scientist, best known for fully describing the alpha-beta pruning algorithm.
Alexander L'vovich Brudno was a Russian Jewish computer scientist, best known for fully describing the alpha-beta pruning algorithm.
Alpha-beta pruning
Alpha-beta pruning is a search algorithm which seeks to increase the number of nodes that are evaluated by the minimax algorithm in its search tree.
Alpha-beta pruning is a search algorithm which seeks to increase the number of nodes that are evaluated by the minimax algorithm in its search tree.
Arthur Samuel
Arthur L. Samuel (1901 – July 29, 1990) was a pioneer in the field of computer gaming and artificial intelligence.
Arthur L. Samuel (1901 – July 29, 1990) was a pioneer in the field of computer gaming and artificial intelligence.
Artificial intelligence (video games)
Game artificial intelligence refers to techniques used in computer and video games to produce the illusion of intelligence in the behavior of non-player characters.
Game artificial intelligence refers to techniques used in computer and video games to produce the illusion of intelligence in the behavior of non-player characters.
B*
In computer science, B* is a best-first graph search algorithm that finds the least-cost path from a given initial node to any goal node.
In computer science, B* is a best-first graph search algorithm that finds the least-cost path from a given initial node to any goal node.
Blondie24
Blondie24 is an artificial intelligence checkers-playing computer program.
Blondie24 is an artificial intelligence checkers-playing computer program.
Chinook (draughts player)
Chinook is an unbeatable computer program that plays English draughts, developed around 1989 at the University of Alberta, led by Jonathan Schaeffer.
Chinook is an unbeatable computer program that plays English draughts, developed around 1989 at the University of Alberta, led by Jonathan Schaeffer.
Combinatorial search
In applied mathematics and theoretical computer science, combinatorial optimization is a topic that consists of finding an optimal object from a finite set of objects.
In applied mathematics and theoretical computer science, combinatorial optimization is a topic that consists of finding an optimal object from a finite set of objects.
Computer bridge
Computer bridge is the playing of the game contract bridge utilizing computer software.
Computer bridge is the playing of the game contract bridge utilizing computer software.
Computer Olympiad
The Computer Olympiads are a multi-games event taking place every year in which computer programs compete against each other.
The Computer Olympiads are a multi-games event taking place every year in which computer programs compete against each other.
Computer poker players
Computer poker players are computer programs designed to play the game of poker against human opponents or other computer opponents.
Computer poker players are computer programs designed to play the game of poker against human opponents or other computer opponents.
Computer shogi
Computer shogi is a field of artificial intelligence concerned with the creation of computer programs which can play shogi.
Computer shogi is a field of artificial intelligence concerned with the creation of computer programs which can play shogi.
Evaluation function
An evaluation function, also known as a heuristic evaluation function or static evaluation function, is a function used by game-playing programs to estimate the value or goodness of ...
An evaluation function, also known as a heuristic evaluation function or static evaluation function, is a function used by game-playing programs to estimate the value or goodness of ...
Expectiminimax tree
An expectiminimax tree is a specialized variation of a minimax game tree for use in artificial intelligence systems that play two-player zero-sum games such as backgammon, in which the outcome d...
An expectiminimax tree is a specialized variation of a minimax game tree for use in artificial intelligence systems that play two-player zero-sum games such as backgammon, in which the outcome d...
Expressive Intelligence Studio
The Expressive Intelligence Studio is a research group at the University of California, Santa Cruz, established to conduct research in the field of game design technology.
The Expressive Intelligence Studio is a research group at the University of California, Santa Cruz, established to conduct research in the field of game design technology.
GADDAG
A GADDAG is a data structure presented by Steven Gordon in 1994, for use in generating moves for Scrabble and other word-generation games where such moves require words that "hook into" existing...
A GADDAG is a data structure presented by Steven Gordon in 1994, for use in generating moves for Scrabble and other word-generation games where such moves require words that "hook into" existing...
Game Description Language
Game Description Language, or GDL, is a language designed by Michael Genesereth as part of the General Game Playing Project at Stanford University, California.
Game Description Language, or GDL, is a language designed by Michael Genesereth as part of the General Game Playing Project at Stanford University, California.
General Game Playing
General Game Playing is the design of artificial intelligence programs to be able to play more than one game successfully.
General Game Playing is the design of artificial intelligence programs to be able to play more than one game successfully.
Horizon effect
The horizon effect is a problem in artificial intelligence where, in many games, the number of possible states or positions is immense and computers can only feasibly search a small portion ...
The horizon effect is a problem in artificial intelligence where, in many games, the number of possible states or positions is immense and computers can only feasibly search a small portion ...
IDA*
IDA* is a variant of the A* search algorithm which uses iterative deepening to keep the memory usage lower than in A*.
IDA* is a variant of the A* search algorithm which uses iterative deepening to keep the memory usage lower than in A*.
International Computer Games Association
The International Computer Games Association (ICGA) was founded as the International Computer Chess Association (ICCA) in 1977 by computer chess programmers to organise champio...
The International Computer Games Association (ICGA) was founded as the International Computer Chess Association (ICCA) in 1977 by computer chess programmers to organise champio...
Killer heuristic
In competitive two-player games, the killer heuristic is a technique for improving the efficiency of alpha-beta pruning, which in turn improves the efficiency of the minimax algorithm.
In competitive two-player games, the killer heuristic is a technique for improving the efficiency of alpha-beta pruning, which in turn improves the efficiency of the minimax algorithm.
Language Acquisition Device (computer)
The Language Acquisition Device is a computer program developed by Lobal Technologies, a computer company in the United Kingdom, and scientists from King's College.
The Language Acquisition Device is a computer program developed by Lobal Technologies, a computer company in the United Kingdom, and scientists from King's College.
Logistello
Logistello is a computer program that plays the game Othello, also known as Reversi.
Logistello is a computer program that plays the game Othello, also known as Reversi.
Minimax
Minimax (sometimes minmax) is a decision rule used in decision theory, game theory, statistics and philosophy for minimizing the possible loss for a worst case (maximum loss) scenario.
Minimax (sometimes minmax) is a decision rule used in decision theory, game theory, statistics and philosophy for minimizing the possible loss for a worst case (maximum loss) scenario.
Negamax
Negamax search is a slightly variant formulation of minimax search that relies on the zero-sum property of a two-player game.
Negamax search is a slightly variant formulation of minimax search that relies on the zero-sum property of a two-player game.
Negascout
NegaScout or Principal Variation Search is a negamax algorithm that can be faster than alpha-beta pruning.
NegaScout or Principal Variation Search is a negamax algorithm that can be faster than alpha-beta pruning.
Pathfinding
Pathfinding generally refers to the plotting, by a computer application, of the shortest route between two points.
Pathfinding generally refers to the plotting, by a computer application, of the shortest route between two points.
Ply (game theory)
In two-player sequential games, a ply refers to one turn taken by one of the players.
In two-player sequential games, a ply refers to one turn taken by one of the players.
POD-bot
POD-Bot is a bot for Counter-Strike and Half-Life.
POD-Bot is a bot for Counter-Strike and Half-Life.
Project Milo
Project Milo was a project in development by Lionhead Studios for the Xbox 360 video game console.
Project Milo was a project in development by Lionhead Studios for the Xbox 360 video game console.
Proof-number search
Proof-number search (short: PN search) is a game tree search algorithm invented by Victor Allis, with applications mostly in endgame solvers, but also for sub-goals during games.
Proof-number search (short: PN search) is a game tree search algorithm invented by Victor Allis, with applications mostly in endgame solvers, but also for sub-goals during games.
Quiescence search
Quiescence search is an algorithm typically used to evaluate minimax game trees in game-playing computer programs.
Quiescence search is an algorithm typically used to evaluate minimax game trees in game-playing computer programs.
Rog-O-Matic
Rog-O-Matic is a program developed in 1984 that plays the computer game Rogue.
Rog-O-Matic is a program developed in 1984 that plays the computer game Rogue.
Transposition table
In computer chess and other computer games, transposition tables are used to speed up the search of the game tree.
In computer chess and other computer games, transposition tables are used to speed up the search of the game tree.
Variation (game tree)
A Variation can refer to a specific sequence of successive moves in a turn-based game, often used to specify a hypothetical future state of a game that is being played.
A Variation can refer to a specific sequence of successive moves in a turn-based game, often used to specify a hypothetical future state of a game that is being played.
Zero-player game
A zero-player game is a game that has no human players.
A zero-player game is a game that has no human players.
Zobrist hashing
Zobrist hashing (also referred to as Zobrist keys or Zobrist signatures ) is a hash function construction used in computer programs that play abstract board games, such as chess and ...
Zobrist hashing (also referred to as Zobrist keys or Zobrist signatures ) is a hash function construction used in computer programs that play abstract board games, such as chess and ...
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