Not only does this book assist you in understanding component parts of robot development, but also it prepares you with techniques to learn new discoveries on your own. More information at Amazon USUK
Biological systems have long been a source of inspiration for AI. The latest paradigm to make the virtual leap comes from social insects - ant colonies and swarms. This article gives an overview of promising technologies to emerge from this field, looking at reasons 'swarm thinking' might come to characterise the new millenium.
Looking into unsupervised learning techniques, this article offers a different approach to recognising colours. The system can train itself to match similar colours together. When asked about unknown colours, it learns them for future queries.
This platform is not only a fun tool for learning how to program in Java, but is also a powerful environment for testing out AI concepts. This article is an introduction to the platform and how it
can be used for AI programming.
Network & tree searches are important as a basis for AI in many contexts. This article provides a colourful introduction and explains the different search methods available. It also shows the evolution of A* over other search algorithms.
Commonly used in pattern recognition and AI decision systems, the basic structure of DT allows application of IF...THEN type rules to classification, which are easily utilized and interpreted. This article presents a unique method of developing such trees using Evolutionary Programming.
Rule-Based systems are proven AI methods whose capabilities should not be overlooked. By combining them with identification trees, the rules themselves can be created on the fly from observations and collections of data, applicable to outside fields such as medicine and finance.
Moving elegantly among social sciences, computational linguistics and classical AI disciplines, this article analyses the essence of computer thought compared to human reasoning, and emphasises its effects on society and future developments.
This paper shows how self-organised systems appear among chaos, given a nurturing environment. Such a technique is employed for self-moderation of message boards. Three types of moderation are discussed: automatic filtering, hierarchical censoring, and self-moderation through bottom-up feedback.
Explains the current perceptions of ML in the games industry, some of the techniques and implementations used in present and future games. A description about designing your very own learning agent is provided.
Demonstrates how to create a neural network that learns to classify patterns in colour components. The NN can thereby associate the concept of a `colour' with different shades -- a great example of the technology to pratical problems.
An introduction to the classical and connectionist classifications, discussing the advantages and disadvantages of each approach, and highlighting the difficulties faced in deciding which approach to adopt during development.
Looking at the abstractions of biological processes as computational algorithms, this essay offers insights into the creation of life from a developers approach. Conway's game of life is described, along with many other applications that spawn life from the bottom up.
Looking into biologically inspired models of ant colonies, this article shows how artificial systems can recapture their emergent properties in order to efficiently solve optimisations problems. Theoretical and practical explanations are provided.
Introduces readers to NLP, familiarising them with the common terminology. The major aspects of understanding English sentences are described in order, including morphology, syntax, semantics and pragmatics.
Discusses how search can be applied to logic games with full information. Game trees are described, as well as an algorithm that can search them. Pseudo code is given and optimisations like alpha-beta are explained.
Examines how heuristic game tree search can be used in videogames like real-time strategy games. Written from the viewpoint of both AI programmers and gamers, the article provides an over view of concepts as well as a description and analysis of the algorithm.
Starting by an introduction of the terminology, the article quickly progresses into biological inspiration and example manifestations of evolution. A computational description is then given, along with potential applications of the technology.
With important upcoming video games focusing on single player only, it can be surmised that game designers know the importance of AI. Its important roles in design are narrowed down to three, and analysed further.
Shows how AI can provide computers with a set of rules for decisions-making, in a fashion similar to humans. Such AI systems gather information, filter it discarding irrelevant details, and produce an answer suited to solving the problem at hand.
Provides a practical introduction to FSM, within the context of AI as a control technique. The emphasis is placed on practicality both in definition and explanation, rather than heavy theoretical or mathematical concepts.
The essay describes a common technique used for creating realistic animats: embodiment. The advantages of modeling a synthetic creature's body are discussed, along with specific issues that this paradigm entails for computer game AI and other applications.
This in depth review covers an AI analysis of the highly acclaimed game. The techniques used are discussed from a developers point of view; working techniques and pitfalls are pointed out, along with potential improvements for the future.
The fifth issue of a multi-part tutorial covering all the aspects of path planning. This issue discusses single-pair shortest-path problems, with the different kinds of searches that can solve them. A* (star) is then explained as a heuristic approach; with pseudo-code and optimisation ideas.
We have been fortunate enough to talk to Thomas Young, creator of the PathEngine library. He talks about his background in AI, the development of the technology behind his path-finding library, and looks into middleware solutions for computer games in general.
I've just released the first public version of the U.N. Bot, an Utterly Naive agent that spends all its time discovering and patrolling terrains. The Ubiquitous Navigation framework allows you to reconfigure most behaviours from scratch, with more parameters the way!
Looking beyond the rules of Go, this article explains why Chinese Weiqi is such a fascinating game for AI researchers. Analysis of human approaches to the game prompts the description of multiple algorithms and techniques that may 'solve' Go in the future.
Informal chat with both co-founders of the OpenAI project, known as gleo and thornhalo. They talk about the history and motivations for the project, the status and direction of development, not forgetting plans for the future.
In conjunction with the launch of the Knowledge Warehouse, I've just put up an overview of Reinforcement Learning. It gives a definition of the technique, covers motivation and applications. A description of the technology is provided, as well as a quick look into current research.
As an integral part of Artificial Intelligence for the past five decades, Expert Systems have become a very popular solution to a wide variety of problems. After giving a basic overview of expert systems, we'll show they can be used to tackle a logic game such as connect four.
Most GA libraries today are intended for pure optimisation, and in most cases are ill-suited to game-like world simulations. This feature discusses a new approach to GA class design, using an object oriented server-client paradigm. A C++ interface skeleton is provided.
By taking a look at current virtual agents and by extrapolating trends in game design, this feature reveals the numerous benefits of expanding current game AI. Learning is identified as one of the key components, and possible implementations are discussed along with their drawbacks.
Discover how this epic story has many philosophical insights into the creation of life, and how it affects research in virtual lives. We also look into two other minor aspects of the creature's story, and detail how they have relevant insights into Artificial Intelligence.
A clear introduction to genetic algorithms, concise and to the point. Covers biological evolution to algorithmic simulation, applications and motivations as well as future research. Dedicated to those of you that only have so much time on their hands... now there's no excuse!
Looking into the triumph of a chess machine over a grand champion, this essay starts by introducing the ideas behind logic game A.I. It then goes on to shatter the many misconceptions about Deep Blue's intelligence, and tries to compare the benefits of combining human and machine abilities.
This is the third installment of our Bot Navigation column. In this issue, we discuss evolution in real-time noisy environments, practical optimisations for evolutionary solutions and representations enhancements that increase the model's performance.
A clear introduction to neural networks, concise and to the point. Covers biological neurons to mathematical models, applications and motivations as well as future research. Dedicated to those of you that only have so much time on their hands... now there's no excuse!
Memento (Film) Alex J. Champandard - Wednesday 07, November
We're proud to announce our first movie review here at the AI Depot. And what a way to start? A mind-bogglingly clever, entertaining film that has numerous deep insights into human intelligence and the importance of memory.
In tackling practical issues involved in creating game AI, this article demonstrates how First Person Shooters are ideal for developing Artificial Intelligence. Not only is this framework an ideal platform for modern technology, but it's also great fun!
Finding knowledge is a very important skill. With the tons information available at your finger-tips nowadays, useful references are often difficult to find. This tutorial shows how this can be done online as well as offline, in an efficient and focused fashion.
A practical insight into applying machine learning to a common first person game. These few pages will use your theoretical understanding of neural networks, and allow you to tackle a concrete problem with it.
It seems a bit odd to dedicate a site to the field of Artificial Intelligence, without defining its area of influence. The limits of A.I. research strech far in many directions, so here's an essay that enumerate its branches, approaches and applications, bringing them together with a discussion.
This article discusses the pitfalls of bot navigation, and describes the human approach to spatial awareness and terrain recognition. Base on this, a modular system is described allowing both reactive and deliberative components to cooperate eleguantly.
Many thanks for venturing to this ambitious site dedicated to the field of AI. This is the first page you should visit if you are new to the site. It will explain the basic concepts, as well as point you in the right direction in your quest for knowledge and entertainment.