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Artificial Intelligence: Tools and Libraries


Custom Tool Design for Game AI

P.J. Snavely (Sony Computer Entertainment America)
AI Game Programming Wisdom 3, 2006.
Abstract: Artificial intelligence systems in games have become so complex that often one engineer cannot write the entire structure alone. Using the Basketball Artificial Intelligence Tool (BAiT) we were able to integrate the artificial intelligence for NBA 2007 based entirely upon designer data entry and manipulation. While this approach has many positives there are also some drawbacks to implementing a system like this. There are also some necessary precautions that one should take before even attempting this process.

SAPI: An Introduction to Speech Recognition

James Matthews (Generation5)
AI Game Programming Wisdom 2, 2003.
Abstract: This article looks at providing newcomers to SAPI an easy-to-follow breakdown of how to get a simple SAPI application working. It looks briefly at setting up SAPI, how to construct the XML grammar files, handling SAPI messages and using the SAPI text-to-speech functionality. All these concepts are tied together using an demonstration application designed to make learning SAPI simple yet entertaining.

SAPI: Extending the Basics

James Matthews (Generation5)
AI Game Programming Wisdom 2, 2003.
Abstract: This article extends upon the previous one by discussing concepts like dynamic grammar, additional XML grammar tags, altering voices and more SAPI events. The chapter uses a simple implementation of Go Fish! to demonstrate the concepts presented.

Building an AI Diagnostic Toolset

Paul Tozour (Ion Storm Austin)
AI Game Programming Wisdom, 2002.
Abstract: This article describes invaluable techniques that real developers use to tweak, test, and diagnose their AI during the development cycle. We describe literally dozens of specific ways you can instrument your AI to help you tweak and test it more quickly and figure out what's wrong when your AI breaks.

Designing a GUI Tool to Aid in the Development of Finite State Machines

Phil Carlisle (Team17 Software)
AI Game Programming Wisdom, 2002.

An Open Source Fuzzy Logic Library

Michael Zarozinski (Louder Than A Bomb! Software)
AI Game Programming Wisdom, 2002.
Abstract: This article introduces the Free Fuzzy Logic Library (FFLL), an open source library that can load files that adhere to the IEC 61131-7 Fuzzy Control Language (FCL) standard. FFLL provides a solid base of code that you are free to enhance, extend, and improve. Whether used for rapid prototyping or as a component in an AI engine, FFLL can save significant time and money. The entire library and a sample program is included on the book's CD.

 
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