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Scidoc N6 is a platform for collaborative research and learning based on Semantic Web standards like RDF and OWL. It supports dynamically evolving conecpt models as a foundation for various kinds of information systems.
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.
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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
This project's goal is to "package" AI features altogether.
These features can embrace pathfinding, behaviour, fuzzy logic, state machines, and the like.
Trellis is an interactive environment that allows users to add their observations, viewpoints, and conclusions as they analyze information by making semantic annotations to documents and other on-line resources.
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.
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Grok is a library of natural language processing components, including support for parsing with categorial grammars and various preprocessing tasks such as part-of-speech tagging, sentence detection, and tokenization.
Galileo is a library for developing custom distributed genetic algorithms developed in Python. It provides a robust set of objects that can be used directly or as the basis of derived objects. Its modularity makes it easy to extend the functionality. The
myBeasties is a highly flexible evolutionary programming module. It is designed to be extendable and customisable for maximum use by the discerning Perl hacker.
Phenotypes can be anything: simple binary strings, or whole classes of objects and methods.
A DAML+OIL ontology editor with constraint propagation functionality to ensure that constraints applied to properties and restrictions are correctly propagated through an ontology, and datatype management functionality for manipulating custom datatypes.
AI (Artificial Intelligence) project. Based on neuronals network, but not only neurons are used. Artifical life too. Body and brain linked. Natural selection (Darwin).
True world simulated. All is network => clustering or as Seti@home. Users can lauch a
This project focuses on experiments of AI using JAVA, but with just that bit of extra effort that might make those experiments become of use for others as well.
Project IAI (Internet Artifical Intelligence) intends to use the medium of the internet and forum based communities, to provide an interaction and knowledge source for an AI (though a large number of interactions), which has the ability to respond not on
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.
Extensible agent framework with the ability to perform common tasks such as notify you when you have a mail, or a message in your phone, or some web or file has change... A kind of automated webapp secretary.
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.
Automated MapMaker for the Diplomacy boardgame. Using Genetic Algorithms and some user-defined criteria, DipMap will try to generate a playable Diplomacy map.
CharlieBot is an artificial intelligence program written in the Java language. It is based on work from the ALICE, ANNA v7.0, and Program D v4.1.5 projects. It works on Mac OS X or any Java 1.3 VM. Charlie is a 58 year old computer enthusiast.
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