- Wormhole Pathfinding (Starflight GPS) (7 replies)
- Every story ends somewhere... (11 replies)
- New ideas for AI in games? (33 replies)
- Find nearest field. (5 replies)
- Very interesting AI video (7 replies)
- D.A.W.N - Question (1 replies)
- Ant Colony simulation... (2 replies)
- PROLOG and PASCAL (2 replies)
- Dijkstra's Algorithm(help) (19 replies)
- AI Resource Allocation Problem: Max Flow/ Max Matching (3 replies)
- WILL's AIUnit.pas (NNs using GAs to learn) (6 replies)
- Sentience (The Deep Bits) (5 replies)
- Finite State Machines (3 replies)
- AI (some discussion and ideas). (17 replies)
- CLP and CHR programming - automated accountant (2 replies)
- Chess AI (15 replies)
- Boids and Grouping behaviour... (11 replies)
- Moving my units in 3D (7 replies)
- Scripting the Game of Lemmings with a Genetic Algorithm (8 replies)
- Are you interested in AI development? (13 replies)
- (mini)Resource center. (15 replies)
- Distributed Computing & Neural Network Trainning Togethe (4 replies)
- Accent converter (4 replies)
- Ants! (15 replies)
- Some sorta AI experiment (9 replies)
- Updated old project to use A* techniques (7 replies)
- AI format Flight Sims (3 replies)
- Game of Life in Colour (3 replies)
- michael crichton's Prey (0 replies)
- AI Life (zero player) game. (2 replies)
- AI for car game (17 replies)
- Tactics Game (5 replies)
- Cards Game AI (10 replies)
- path finding (7 replies)
- pathfinding helpppp (1 replies)
- Some Tricky Pathfinding (0 replies)
- Forum name Genetic or Generic? (NT) (3 replies)
- A* pathfinding example ! (89 replies)
- Flocking (4 replies)
- Need an A* algorithm (7 replies)
- AI Workshop (0 replies)
- Translating Fupster's Tutorial (6 replies)
- very very simple AI? (2 replies)
- Plotting routes on a grid (4 replies)
- Blinky, Pinky, Inky, and Clyde (4 replies)
- Simulating an army (6 replies)