Author Archive

Warning: time sink! Or: the latest Google AI challenge

It’s that time of the year again… the word spreads, I download it, and my nights fly by. It’s time for the new Google AI Challenge: http://aichallenge.org/ ! This time we will be writing multi-agent systems, as we program cyber-ant-colonies fighting against each other for bread crumbs.

The road to javascript

I wanted to learn javascript and wrote a small game with an old school look using textareas, that I’m glad to share: Writing javascript is quite intuitive for a Python developer, even though I’m sure that there are many idioms and tricks that I did not know about (and the code I wrote is the [...]

Games with extensible AI

Some computer games offer the possibility to extend their Artificial Intelligence with external scripts, or are explicitly designed to be played by bots. Such games are a great resource to develop, test, and teach AI algorithms. I have been looking for a list of this kind of games, but could find very little information, often [...]

Fight the machine at NYT

Perhaps inspired by the victory of the artificial brain Watson against humanity, the New York Times is offering today an interactive feature that allows to play a series of Rock-Paper-Scissors games against the computer. The prediction algorithm seems to be a simple Bayesian estimator like the one I implemented for the Karate A.I. game. The [...]

Join us at the Advanced Scientific Programming in Python summer school in Scotland

If you’re interested in learning more about scientific programming in Python, and want to compete in a Pacman capture-the-flag tournament, join us for the next Advanced Scientific Programming in Python summer school in St. Andrew, UK! The faculty line-up includes developers of well-known scientific libraries for Python (e.g., Francesc Alted of PyTables fame). The program [...]

Tracking down the enemy (2)

I never got the chance to show a working agent based on the Bayesian estimator for the enemy position in the PacMan capture-the-flag game. In the previous PacMan post, I wrote about merging a model of agent movements with the noisy measurements returned by the game to track the enemy agents across the maze. Clearly, [...]

Planet Wars – Google AI Challenge

The Computer Science of the University of Waterloo is organizing its second Google AI Challenge. The challenge is a competition between computer programs that control the artificial intelligence of the players in a video game. This time, the game is set in space, and features a symmetric configuration of planets, each containing a fleet of [...]

github repository for masterbaboon stuff

I set up a github repository for the source code and other material published here. It’s a much more convenient way to share source code than uploading archive files. You can find it at http://github.com/pberkes/masterbaboon . Enjoy!

My AI reads your mind — Extensions (part 3)

In the previous two posts I showed how to make use of decision theory to write a game AI that forms a model of its opponent and adapts its strategy accordingly. The AI could be improved in several ways: The most obvious improvement would be to build a better model of the opponent. In the [...]

Advanced math functions for AS3

Did you ever need to sample from a Dirichlet distribution in Actionscript 3.0? What about computing a value of the Gamma function? Probably not In case you did, I wrote a class with a few math methods: a function to sample from multinomial distributions; this is useful if you need to choose randomly from a [...]