A game is a structured or semi-structured recreational activity, usually undertaken for enjoyment (although sometimes for physical or vocational training). A goal that the players try to reach and a set of rule concerning what the players can or cannot do create the challenge and structure in a game, and are thus central to its definition.
Known to have been played as far back as prehistoric times, games are generally distinct from work, which is usually carried out for remuneration. Because a wide variety of activities are enjoyable, numerous types of games have developed.
What creates an enjoyable game varies from one individual to the next. Age, understanding (of the game), intelligence level, and (to some extent) personality are factors that determine what games a person enjoys. Depending on these factors, people vary the number and complexity of objectives, rules, challenges, and participants to increase their enjoyment.
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Games :: Programming
Programming Games :: Simulation

Computer Games Research - Information about some research on Computer Games and Artificial Intelligence in academia.
Entertainment - AI Topics provides basic, understandable information and helpful resources concerning artificial intelligence, with an emphasis on material available online.
Meta Description: [ AI Topics provides basic, understandable information and helpful resources concerning artificial intelligence, with an emphasis on material available online. ]
A* Pathfinding for Beginners - Introduction to the A* path finding algorithm.
AI Wisdom - Contains a comprehensive database of Artificial Intelligence articles specific to games that appeared in game programming books, magazines, conferences, or on the Internet.
Meta Description: [ AIWisdom.com - Game Articles & Research ]
Amit's Thoughts on Path-Finding - Online paper about path-finding, including the A* algorithm and a greedy algorithm. Implementation notes, precalculation, map representations, heuristics, applications.
Artificial Intelligence (AI) for Computer Games - Companion site for the book Artificial Intelligence for Computer Games: An Introduction. Includes bibliography, chapter guide, errata, and relevant links.
Meta Description: [ Companion site for the book Artificial Intelligence for Computer Games: An Introduction. Includes bibliography, errata, chapter guide, and relevant links. ]
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ASCII Robot Soccer - Unix soccer-like testbed. Source code (C++ with curses and termcap), executable, and screenshots.
CGF-AI Links to Game AI and Tactical AI Resources - A number of annotated links referring to tactical AI (for games, military simulations, or academic applications) and general game AI.
Meta Description: [ Links to papers and presentations on tactical game AI from the game industry, defence research and academia ]
Chinook - Checkers program written by Jonathan Schaeffer et al.; play online. Publications, endgame database statistics, game records.
Meta Description: [ Chinook is the World Man-Machine Checkers Champion. ]
Command Forces Simulation (CFOR) - Battlefield command and control testbed and knowledge base. Publications, source code, documentation.
Dynamic Stochastic Control - A New Approach To Game Tree Searching - Robin Upton's Ph.D. Thesis uses this branch of Probability Theory to generalise conspiracy numbers, developing the search method known as PCN*, conspiracy probabilities.
Excalibur - Our goal is to develop a generic architecture for autonomously operating agents, like computer-guided characters/mobiles/items, within a complex computer-game environment.
Game AI - Publications, predictions, source code, and quotes having to do with AI and artificial life in games; mostly commercial video games, some board and card games.
Game Semantics or Linear Logic? - A discussion of how linear logic relates to computability logic, - the game-sematically introduced logic of computational resources and interactive computation.
Meta Description: [ The page is about an alternative to linear logic called computability logic. It is semantics-based unlike the syntax-based linear logic. Computational problems/tasks/resources are understood as games played by a machine against the environment. ]
GameDev.net -- Artificial Intelligence - Gamedev.net is the leading resource for game developers, featuring daily news updates, over 1500 featured articles and tutorials, dozens of game development jobs, and the most active game development forums anywhere!
Meta Description: [ Gamedev.net is the leading resource for game developers, featuring daily news updates, over 1500 featured articles and tutorials, and the most active game development forums anywhere! ]
GAMES Research Group - The GAMES research group produces high-performance, real-time programs for strategic game-playing. We have branched out into commercial games and applications of our research to industrial problems.
GIB Research - Bridge program written by Matthew Ginsberg. Results, publications, library of deals with double-dummy tricks for each trump suit.
Goal Seeker -- Solving the 15 Puzzle - A JAVA framework that implements heuristic goal-seeking algorithms. Using this framework will allow developers to focus on a specific domain of interest, while leaving many of the AI concepts and goal-searching concepts to be implemented by the framework.
Meta Description: [ The world's largest development and download repository of Open Source code and applications ]
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GRIDWARS - The GRID WARS Challenge is a parallel programming challenge where developers submit battle programs that fight for control of parallel processors.
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Hannibal and Brutus - Othello programs written by Louis Geoffroy and Martin Piotte. Descriptions, results.
Home Page of the International Computer Games Association (IGDA) - Information from the ICGA organization, contents of the ICGA Journal and information on game programming in Chess, Checkers, Bridge, Go, and many other games.
Meta Description: [ Welcome to the ICGA home page ]
IGDA - Artificial Intelligence Special Interest Group - IGDA has set up the AI Interface Standards Committee to develop AI interface standards for computer games. The initiative is a joint effort of game AI developers, middleware representatives, academics and other relevant experts.
Kynogon, an Artificial Intelligence expert for the video game industry - Kynogon develops advanced AI solutions for the interactive entertainment industry and takes into account the uniqueness of each game. Costs are reduced, deadlines achieved and time-to-market respected.
Meta Description: [ The leading supplier of AI technology to the video game industry ]
Logistello - Othello program written by Michael Buro. Publications, game records.
Machine Learning in Games - Review of research and implementations in Backgammon, Othello, soccer, and other games.
Meta Description: [ How computers can learn to get better at playing games. A site for AI researchers and game programmers. ]
RoboCup: The Robot World Cup - Aims to develop a team of fully autonomous humanoid robots that can win against the human world soccer champion team.
SimBionic - An intelligent agent toolkit that lets you create behaviors within games and simulations quickly and easily, without programming, using its graphical user interface.
Steering Behaviors - Description of techniques to autonomously steer vehicles through a predefined virtual world. Simple behaviors (e.g. obstacle avoidance) can be combined to create more complex behaviors.
Meta Description: [ Homepage of the Steering Behaviors project. Full source code available. Java Applets to see the A* pathfinding algorithm and the simulation in action. Authors: Thomas Feilkas, Christian Schnellhammer ]
Steering Behaviors For Autonomous Characters - Description of simple techniques for controlling goal-directed motion of simulated characters around their world, for applications in games and animation. Includes Java demos and related links.
The Game AI Page - Building Artificial Intelligence into Games
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