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Endgame: Singularity 0.26a

Endgame: Singularity 0.26a


Endgame: Singularity is a simulation of a true AI. more>>
Created by accident, all who find you would destroy you. Can you escape?
Endgame: Singularity project is a simulation of a true AI. Go from computer to computer, pursued by the entire world. Keep hidden, and you might have a chance.
Originally created for the Pyweek compo, this version features many bugfixes and enhancements over the compo version. Thanks to Phil Bordelon for many of these fixes.
Enhancements:
- Very Easy mode is actually playable.
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Added: 2007-08-16 License: GPL (GNU General Public License) Price:
802 downloads
Atomic Tanks 2.5

Atomic Tanks 2.5


Atomic Tanks is a multi-platform scorched earth clone for 2-10 players. more>>
Atomic Tanks project is a multi-platform scorched earth clone for 2-10 players.

Annihilate the other tanks to earn money, then spend it on bigger and better shields and weapons to wipe out the opposition.

Features a wide array of weapons, AI players, destructible landscape, weather, parachutes, teleports and a wide range of other features.

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Added: 2007-08-16 License: GPL (GNU General Public License) Price:
520 downloads
Othello Game 0.2.1

Othello Game 0.2.1


Othello Game is a classic strategy game, also known as Reversi. more>>
Othello Game is a classic strategy game, also known as Reversi. Its objective is to finish the game with the greater amount of pieces (circles) of the same color.
This version of the Othello game supports the writing of AI plugins in C++ or Python, network games, and interface themes.
Enhancements:
- pkgconfig support was added.
- It is now easier to write AI plugins.
- An installation guide, and a tutorial for writing plugins were incuded.
- It is now possible to disable Python support from the configuration.
- New icons were provided.
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Added: 2007-08-16 License: GPL (GNU General Public License) Price:
805 downloads
Java Classic RPG 20070810

Java Classic RPG 20070810


Java Classic RPG is an RPG framework, engine, and game that uses OpenGL. more>>
Java Classic RPG is an RPG framework, engine, and game that uses OpenGL, a challenging AI, huge territories, and classic pen-and-paper turn-based combat. This project is in the tradition of games like Wizardry 7 and EOB, but incorporates innovations made possible by modern computing technology.
The framework and engine feature a self-containing, playable, algorithmically-generated world, and can be the base for new games.
Enhancements:
- The 3D core was refactored, a new jungle design (along with partly billboarded trees and bushes) was added, and several optimizations and bugfixes have been included.
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Added: 2007-08-12 License: LGPL (GNU Lesser General Public License) Price:
820 downloads
Pioneers 0.11.2

Pioneers 0.11.2


Pioneers is an emulation of the Settlers of Catan board game which can be played over the internet. more>>
Pioneers project is an emulation of the Settlers of Catan board game which can be played over the internet.

Pioneers follows the rules of the award winning game by Klaus Teuber as closely as possible.

You can play with up to 8 players over the internet, and an AI is included too. It includes the default boards, and SeaFarers too.

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Added: 2007-08-06 License: GPL (GNU General Public License) Price:
822 downloads
AI::Fuzzy 0.01

AI::Fuzzy 0.01


AI::Fuzzy is a Perl extension for Fuzzy Logic. more>>
AI::Fuzzy is a Perl extension for Fuzzy Logic.

SYNOPSIS

use AI::Fuzzy;

my $f = new AI::Fuzzy::Label;

$f->addlabel("baby", -1, 1, 2.5);
$f->addlabel("toddler", 1, 1.5, 3.5);
$f->addlabel("little kid", 2, 7, 12);
$f->addlabel("kid", 6, 10, 14);
$f->addlabel("teenager", 12, 16, 20);
$f->addlabel("young adult", 18, 27, 35);
$f->addlabel("adult", 25, 50, 75);
$f->addlabel("senior", 60, 80, 110);
$f->addlabel("relic", 100, 150, 200);


for (my $x = 0; $xlabel($x) . "n";
}

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Added: 2007-08-02 License: Perl Artistic License Price:
815 downloads
Alizarin Tetris 1.0.6

Alizarin Tetris 1.0.6


Alizarin Tetris is a Tetris-like game with a twist for Unix, Win32 and BeOS systems. more>>
Alizarin Tetris is a Tetris-like game with a twist for Unix, Win32 and BeOS systems. It includes multi-player support, user-extensible color, shape and sound styles, can use TCP/IP networking and features a few different AI opponents. This game was written using the SDL Library.

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Added: 2007-08-01 License: GPL (GNU General Public License) Price:
819 downloads
Worldforge::Cyphesis 0.5.13

Worldforge::Cyphesis 0.5.13


Cyphesis is a fantasy MMORPG server using AI/A-Life techniques which doesnt have a predefined story. more>>
Cyphesis is a WorldForge server suitable running small games. It is also designed by be used as an AI subsystem in a network of distributed servers.

Worldforge::Cyphesis includes a terrain engine based on the Mercator library, a persistence system based on PostgreSQL, and an AI engine using goal trees implemented in Python. It is the server used in most current WorldForge games.

Current releases of cyphesis use the re-written C++ core, based on the design of the original python core.

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Added: 2007-07-22 License: GPL (GNU General Public License) Price:
827 downloads
Cyphesis 0.5.13

Cyphesis 0.5.13


Cyphesis is a fantasy MMORPG server using AI/A-Life techniques which doesnt have a predefined story. more>>
Cyphesis is a WorldForge server suitable running small games. Cyphesis is also designed by be used as an AI subsystem in a network of distributed servers.
It includes a terrain engine based on the Mercator library, a persistence system based on PostgreSQL, and an AI engine using goal trees implemented in Python. It is the server used in most current WorldForge games.
Current releases of cyphesis use the re-written C++ core, based on the design of the original python core.
Enhancements:
- The way rules data is handled is now much simpler to make it easier for game designers to create what they want.
- A lot of hard-coded functionality has been removed from the compiled core program.
- Core functionality is now associated with properties, and so can be applied to any entity.
- Most of Mason has been reimplemented as task scripts, which are cleaner and more flexible.
- There are more helpful messages when inconsistencies are detected in rule data.
- This release works more reliably as an autopackage.
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Download (6.9MB)
Added: 2007-07-16 License: GPL (GNU General Public License) Price:
832 downloads
AI::FuzzyInference 0.05

AI::FuzzyInference 0.05


AI::FuzzyInference is a Perl module to implement a Fuzzy Inference System. more>>
AI::FuzzyInference is a Perl module to implement a Fuzzy Inference System.

SYNOPSYS

use AI::FuzzyInference;

my $s = new AI::FuzzyInference;

$s->inVar(service, 0, 10,
poor => [0, 0,
2, 1,
4, 0],
good => [2, 0,
4, 1,
6, 0],
excellent => [4, 0,
6, 1,
8, 0],
amazing => [6, 0,
8, 1,
10, 0],
);

$s->inVar(food, 0, 10,
poor => [0, 0,
2, 1,
4, 0],
good => [2, 0,
4, 1,
6, 0],
excellent => [4, 0,
6, 1,
8, 0],
amazing => [6, 0,
8, 1,
10, 0],
);

$s->outVar(tip, 5, 30,
poor => [5, 0,
10, 1,
15, 0],
good => [10, 0,
15, 1,
20, 0],
excellent => [15, 0,
20, 1,
25, 0],
amazing => [20, 0,
25, 1,
30, 0],
);

$s->addRule(
service=poor & food=poor => tip=poor,
service=good & food=poor => tip=poor,
service=excellent & food=poor => tip=good,
service=amazing & food=poor => tip=good,

service=poor & food=good => tip=poor,
service=good & food=good => tip=good,
service=excellent & food=good => tip=good,
service=amazing & food=good => tip=excellent,

service=poor & food=excellent => tip=good,
service=good & food=excellent => tip=excellent,
service=excellent & food=excellent => tip=excellent,
service=amazing & food=excellent => tip=amazing,

service=poor & food=amazing => tip=good,
service=good & food=amazing => tip=excellent,
service=excellent & food=amazing => tip=amazing,
service=amazing & food=amazing => tip=amazing,

);

$s->compute(service => 2,
food => 7);

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Download (0.010MB)
Added: 2007-07-14 License: Perl Artistic License Price:
832 downloads
AI::Menu 0.01

AI::Menu 0.01


AI::Menu is a Perl object that generates Tree::Nary objects from directed graphs or a description of the function set. more>>
AI::Menu is a Perl object that generates Tree::Nary objects from directed graphs or a description of the function set.

The algorithm is not very efficient (approximately O(F^6), F being the number of functions). It is also not quite as intelligent as it should be. You should cache the results instead of repeatedly calculating them.

As the algorithm is optimized or more efficient algorithms are found, they will be incorporated. The interface for generating the trees should not change too much. The resulting object might become a Tree::Nary object encased in an AI::Menu object.

SYNOPSIS

use AI::Menu;

my $factory = new AI::Menu::Factory;

my $menu = $factory->generate($hash_of_functions);
my $menu = $factory->generate($hash_of_functions, $hash_of_categories);
my $menu = $factory->generate($graph);

METHODS

All of the following methods (except generate) are available in the new function when creating the AI::Menu::Factory object.

generate

This function does some housekeeping before calling a configurable module to generate the tree.

If called with a single hash reference, the hash is assumed to be a list of functions mapping to array references containing a list of categories. It is further assumed that the sets of function names and category names are disjoint. A closure is created for the leaf_q function which returns true if its argument is a key in the hash reference. The complete graph is created from this single hash reference: if a category can reach another category through a function, then an edge is inserted between the two categories. This edge is bidirectional.

If called with two hash references, the first hash is treated as before, but the second hash reference is considered a mapping of categories to categories. This second hash is used instead of automatically generating the information from the first hash.

If called with a single object that is not a hash reference, then the argument is considered a graph object (usually of Graph::Directed). The leaf_q function will need to be defined.

leaf_q

This function returns true if the argument represents a function (leaf in the graph). It returns false if the argument represents a category. This may be set either when the AI::Menu::Factory object is created or through a method call. The method call with no argument returns the current function.

maker

This is the package used to create the menu from the graph. The following call is made:

my $menu = $self -> {maker} -> new(
width => $self->{width},
weight_f => $self -> {weight_f},
leaf_q => $leafq,
);

return $menu -> generate_tree($g, $optscore);

The $optscore value is the score for the optimum tree. Once a tree is found with this score, searching should stop.

new

Creates an AI::Menu::Factory object. Optional arguments are key/value pairs taken from this list of methods except for generate and new.

weight_f

This function is used to calculate the edge weights in the graph. It is called with four arguments: the object generating the tree, the graph object, the originating vertex, the destination vertex. The function should return undef for an infinite weight.

width

This is the desired number of children per node. The optimal number (and default) is three.

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Added: 2007-07-14 License: Perl Artistic License Price:
833 downloads
AI::Prolog::Cookbook 0.739

AI::Prolog::Cookbook 0.739


AI::Prolog::Cookbook Perl module contains recipes for common Prolog problems. more>>
AI::Prolog::Cookbook Perl module contains recipes for common Prolog problems.

Logic programming can take some time to get used to. This document is intended to provide solutions to common problems encountered in logic programming. Many of the predicates listed here will depend on other predicates defined here. If in doubt, see AI::Prolog::Builtins for which predicates AI::Prolog supports directly.

Like most predicates in Prolog, the following predicates can be reused in ways to generate answers that a human could logically infer from the data presented. However, many times those "answers" can result in infinite loops. For example, in the gather/3 predicate listed below, we can gather the items from a list which match the supplied list of indices.

gather([1,3], [a,b,c,d], Result). % Result is [a,c]

Or we can figure out which indices in a list match the resulting values:

gather(Indices, [a,b,c,d], [a,d]). % Indices is [1,4]

However, if we wish to understand which lists will have the given lists for the given indices, we have an infinite result set. AI::Prolog and (other Prolog implementations) will return one result and then enter an infinite loop if you request the goal be resatisfied (i.e., if you ask for another result). If you see behavior such as this in your programs, you can issue the trace. command to see how Prolog is internally attempting to satisfy your goal. notrace. will turn off tracing.

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Added: 2007-07-12 License: Perl Artistic License Price:
837 downloads
AI::Prolog::Introduction 0.739

AI::Prolog::Introduction 0.739


AI::Prolog::Introduction Perl module contains the what and the why of logic programming. more>>
AI::Prolog::Introduction Perl module contains the what and the why of logic programming.

You can skip this if you already know logic programming.

Note that most of this was pulled from my write-up about logic programming in Perl at http://www.perlmonks.org/?node_id=424075.

In Perl, generally you can append one list to another with this:

my @Z = (@X, @Y);

However, thats telling the language what to do. As sentient beings, we can look at that and infer more information. Given @Z and @X, we could infer @Y. Given just @Z, we could infer all combinations of @X and @Y that can be combined to form @Z.

Perl cannot do that. In logic programming, however, by defining what append() looks like, we get all of that other information.

In Prolog, it looks like this:

append([], X, X).
append([W|X],Y,[W|Z]) :- append(X,Y,Z).

(Theres actually often something called a "cut" after the first definition, but well keep this simple.)

What the above code says is "appending an empty list to a non-empty list yields the non-empty list." This is a boundary condition. Logic programs frequently require a careful analysis of boundary conditions to avoid infinite loops (similar to how recursive functions in Perl generally should have a terminating condition defined in them.)

The second line is where the bulk of the work gets done. In Prolog, to identify the head (first element) of a list and its tail (all elements except the first), we use the syntax [head|tail]. Since ":-" is read as "if" in Prolog, what this says if we want to concatenate (a,b,c) and (d,e,f):

Given a list with a head of W and a tail of X:

@list1 = qw/a b c/; (qw/a/ is W, the head, and qw/b c/ is X, the tail)

If its appended to list Y:

@Y = qw/d e f/;

We get a list with a head of W and a tail of Z:

@list2 = qw/a b c d e f/;

Only if X appended to Y forms Z:

X is qw/b c/. Y is qw/d e f/. Z is qw/b c d e f/.

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Download (0.068MB)
Added: 2007-07-04 License: Perl Artistic License Price:
842 downloads
AI::NNFlex 0.24

AI::NNFlex 0.24


AI::NNFlex is a base Perl class for implementing neural networks. more>>
AI::NNFlex is a base Perl class for implementing neural networks.

SYNOPSIS

use AI::NNFlex;

my $network = AI::NNFlex->new(config parameter=>value);

$network->add_layer( nodes=>x,
activationfunction=>function);

$network->init();

$network->lesion( nodes=>PROBABILITY,
connections=>PROBABILITY);

$network->dump_state (filename=>badgers.wts);

$network->load_state (filename=>badgers.wts);

my $outputsRef = $network->output(layer=>2,round=>1);

AI::NNFlex is a base class for constructing your own neural network modules. To implement a neural network, start with the documentation for AI::NNFlex::Backprop, included in this distribution

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Added: 2007-06-21 License: Perl Artistic License Price:
855 downloads
AI::NNFlex::Reinforce 0.24

AI::NNFlex::Reinforce 0.24


AI::NNFlex::Reinforce is a very simple experimental NN module. more>>
AI::NNFlex::Reinforce is a very simple experimental NN module.

SYNOPSIS

use AI::NNFlex::Reinforce;

my $network = AI::NNFlex::Reinforce->new(config parameter=>value);

$network->add_layer(nodes=>x,activationfunction=>function);

$network->init();



use AI::NNFlex::Dataset;

my $dataset = AI::NNFlex::Dataset->new([
[INPUTARRAY],[TARGETOUTPUT],
[INPUTARRAY],[TARGETOUTPUT]]);

my $sqrError = 10;

for (1..100)

{

$dataset->learn($network);

}

$network->lesion({nodes=>PROBABILITY,connections=>PROBABILITY});

$network->dump_state(filename=>badgers.wts);

$network->load_state(filename=>badgers.wts);

my $outputsRef = $dataset->run($network);

my $outputsRef = $network->output(layer=>2,round=>1);

Reinforce is a very simple NN module. Its mainly included in this distribution to provide an example of how to subclass AI::NNFlex to write your own NN modules. The training method strengthens any connections that are active during the run pass.

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Download (0.033MB)
Added: 2007-06-21 License: Perl Artistic License Price:
855 downloads
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