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Oziac is an experiment to describe an existing fantasy world (the land of OZ created by L. Frank Baum) and implement it as a virtual world. Originally we will comment the books with CycL, and then use the CycL as input to a programmable VR system.
The Behavioral Layers Library is a framework for creating AI agents.
It is based on the idea of behavior decomposition. Simple behaviors are composed together to create more complex solutions. Layers can be hierarchical & used as actions in other layers
Java Settlers of Catan is a Java version of the classic board game "Settlers of Catan". This game includes challenging computer AI players and supports multitouch inputs for gameplay on multitouch tables.
AppSignal's MCP server hands Claude, Cursor, or Zed your real errors, traces, and the deploy that shipped them. AI writes the fix; you review the diff.
iMate is a win32 / Linux desktop mate programme. It offers more features than the already existing desktop mate (AI, learning capacity, growth and limited lifeTime, third party tools to add new behaviour, ...).
Fully templated C++ library for Steering Behaviors of Autonomous agents (characters). The library comes as package where you can create your own behaviors using the power of templates.
Kalyp - a fantasy based roguelike game in Java, focusing on the artificial intelligence for the non-player characters and game design with a scripting language.
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This program is based on a algorithm that solves a Master Mind combination.
The algo seems to work but without hole and with 5 different colors in an atempt.
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 RoboCup competition is an international event in which teams of
autonomous robots play soccer against one another. This project
provides resources for the RoboCup F180, or small-sized league.
It also provides a mechanism through which teams can c
This project's goal is to "package" AI features altogether.
These features can embrace pathfinding, behaviour, fuzzy logic, state machines, and the like.
A robot wars variant.
A computer game in which robots are governed by a simple assembly language. Various arenas running on different hosts can be connected over the internet, so that robots blundering into transporters can be sent from machine to machi
Pangaea will be a robust and feature filled game engine built using Allegro (http://alleg.sourceforge.net) It will be similar to Final Fantasy 1-3, etc., complete with map editor/world builder.
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 java based backgammon game with support for network games, play
on FIBS servers, and single player games against various complex backgammon AI's. Named after famous Greek who is regarded to have invented dice.
The aim of this project is to search for the best
solution to the Solitaire board game starting with a cross.
The computer searches for solutions by playing by
itself.
Automated MapMaker for the Diplomacy boardgame. Using Genetic Algorithms and some user-defined criteria, DipMap will try to generate a playable Diplomacy map.
An object oriented framework for AI research in intelligent agents. Extensible to any information source. Graphics toolkit for visualization to view bots in real time. Extensible GUI to run bots and visualizations under common framework.
The intention is to create a platform for developing performant navigation and behavioral algorithms that would then work well applied to real world robots.
All development is cross platform. Initially for Linux and Windows.
Languages used: C/C++,OpenG
There are lots of bots out for Half-Life. Many closed source or Windows only. All of them are based on Botmans Code ( http://www.planethalflife.com/botman ). The goal of this project is to make a self-learning, waypointless, opensource, Linux+Win. Bot