As Autumn settles in, AI Factory welcomes you to the third of our quarterly newsletters. This issue switches from game competitions and chess to address two major generic topics in the creation of game engines: tree search is certainly a key technology, which is hard to avoid in games programming, while hill-climbing is conceptually simpler, but fraught with dangers for the games programmer. These are techniques that require some rigor to use well. Detailed in the round-up, company activity this quarter has seen the roll-out of another new product, which is now on worldwide sale.
Article: Evaluation by Hill-climbing: Getting the right move by solving micro-problems: Linear evaluation is commonly founded on this core concept.
Article: Off-the-shelf AI : Plug-in Minimax: Minimax is the bedrock of many games engines. AI Factory has turned this into a generic component.
The 3rd Party Engine resource: AI Factory has many game engines, all with the same interface for every platform.
Custom AI for 3rd parties: With our background in AI, we are involved in producing customised AI components for 3rd party developers.
Quality 3D products: We already have a range of very high quality 3D products with state-of-the art visual effects.
Quarterly round-up: General news about company activities and new products.
AI Factory home: This links through to the main AI Factory website. From there you can review our products and access our engineering documentation.
Future articles scheduled:
Playing stronger by learning: methods for improving play game-to-game using learning.
The impact of the AI Factory testbed architecture on game development.
Imperfect games: trying to find the best play when you do not have all the information.
Forgotten games: TAFL.
The universal game control mechanism: Finding a framework that fits all.
Driving search with Plausibility analysis: Looking at the right moves.
Playing badly: Trying to create AI that plays badly in a convincingly human way.
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