After our late Winter edition, the newsletter is starting to catch up. This issue is dominated by Shogi (Japanese Chess) as this is the quarter with the World Computer Shogi Championships in Japan, which we entered. Reijer Grimbergen does a fine job covering this event in the first article and in the second we describe our Shogi program's unusual book system, including an example of it in use in a game between Shotest and the current World Champion Bonanza.
Article: World Computer Shogi Championship 2006: Reijer covers this major event in the Shogi calendar, including progress of SPEAR and Shotest.
Article: Fuzzy books - Approximate opening knowledge: Classically, game playing programs use precise openings. Shotest takes another approach.
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:
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.
Playing badly: Trying to create AI that plays badly in a convincingly human way.
Please click here to reply to this newsletter