Critters: Artificial Life built using Genetic Programming. Watch as the Critters try to learn effective methods of finding food before they starve to death. Control various parameters of the simulation and see how the Critters evolve.
Quad: Challenge a heuristic based Artifically Intelligent opponent to see who can make the most squares using their pieces. The AI is simple, but annoyingly effective. The game is based on a concept by G. Keith Still and published in an issue of Scientific American (Volume 274 Number 3, March 1996).
Tic-Tac-Toe: Play Tic-Tac-Toe against an Artificially Intelligent opponent who uses a Minimax Search algorithm with Alpha-Beta Pruning. The AI opponent performs a complete search of the decision tree, so it should never loose, but if it does, make sure to e-mail me.
- In Proceedings of the 2007 GECCO Conference
- July 2007
Jesse Craig, Drew DeHaas, Colin Rickert, Paul Haake, Kirsten Stor, Margaret Eppstein
- University of Vermont
- April 2006