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A simple, hopefully small, fast running implementation of the card game Euchre that will include, when finished, AI, net-play, and possibly a GUI. This game will be OS independent and be written using the C programming language.
A Java implementation of all our favourite game Sabotage, a great variant of the popular Stratego (Stratego is a TradeMark of Hasbro, Inc)! Client/Server setup with network capabilities and hopefully also end up with AI and variants!
The project is an opengl 3d (3 level) chess game with an ai that plays against the user. It is written is C++ and uses tcl/tk. All of the code is nearly platform independent.
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CINAG is an UCI computer chess engine. This is a module which thinks about the game and try to find the best move for each position. Our goal is to create a quite strong opponent by using state of the art AI technics.
The VROnline project is universal 3D virtual reality engine for games with client/server architecture, free 3D camera, user configurable actions and AI scripts. It's based on C# and directX (now 9.0) technology. It can manage many data models(rpg,sims).
It is just a Chinese-Chess Game,using SDL Library. Its target is to be a full feature Chinese-Chess ,supporting Two player via internet ,One player vs computer with AI supported
Bomberbastards is a multiplayer bomberman clone with extended maps and lua scripting for AI players and custom game objects. Currently windows and linux are supported. SDL is used for the graphics.
gl-Moku is a circles-and-crosses (gomoku) game, with a twist: the game board is the surface of a torus, and thus it folds upon itself. It uses OpenGL & SDL for graphics. TCP/IP internet play supported, and there is an AI to practise against.
Establishing a model of the concept of game, in order to offer a framework that might be used to simulate any kind of game.
Ultimate goal : awakening AI thanks to games.
A Ruby implementation of something RoboCode-like. Provides a game world in which AI(ish) bots can be pitted against each other. The world and the user-created bots are implemented in Ruby.
A generic "Clue-like" game, assigned as the senior programming project at LMU. lmusleuth.sourceforge.net is also another groups project of the same game. Will have basic nertworking, graphics, and hopefully AI.
The goal of this project is to develop an implementation of the classic game "Bomberman" for PalmOS. Early emphasis is on developing the basic game features and controls. Long term goals include battle games with AI, and via IR and possibly bluetooth.
Seeds Of War is a 3D RTS game in which we intend to bring a lot of new stuff, like cooperative gameplay, realtime modificable spherical maps with overhangs, fully modular units, realtime modificable AI scripts and many others.
This Checkers game features a POV raytraced checkerboard. It has all the things you'd expect: 2-person play, network play and multiple AI levels. The windows version is complete.
A mutiplayer scriptable game engine written in Common Lisp.
Designed for experimenting with AI and scriptable control systems.
The game is combination of a graphical nethack and space shooter.
WoD is a 3D gaming platform built on top of SDL. The platform includes dynamic scripting for the game engine, AI, widgets(for game settings and others), configurations, and so on. Eventually a test game will be built to show off WoD.
This AI intensive game revolves around natural language communication between the user and one or more agents. The theme of the game revolves around the classic Wumpus game concept, implemented with a graphical isometric view.
An interface to an artificially intelligent agent for playing Magic: The Gathering by Wizards of the Coast. And one or more agents for static or adaptive playing of the game against other artificial or human players.
It's a network oriented RPG, based on an open-ended artificial society simulation engine.
Every character has an AI and acts autonomously; they born, live and die,
mate, figth and form parties. The game runs by itself: players can control characters.
A simple 2D bomberman clone, similiar to the version on the NES and SNES. We hope to dive into multiplayer and/or advanced AI to give the game replayability. Currently the target platform is windows/directx, however we are already taking steps to make the
The Game Engine will be a library and program for computerizing games, especially board wargames. The final implementation will be able to support many common gaming mechanism "out of the box", plus will have hooks for user created extensions including AI