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	<title>Herself's Artificial Intelligence &#187; game ai</title>
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	<link>http://herselfsai.com</link>
	<description>Humans, meet your replacements.</description>
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		<title>Simple artificial life program source code</title>
		<link>http://herselfsai.com/2008/02/evolving-bugs.html</link>
		<comments>http://herselfsai.com/2008/02/evolving-bugs.html#comments</comments>
		<pubDate>Wed, 27 Feb 2008 11:00:46 +0000</pubDate>
		<dc:creator>Linda MacPhee-Cobb</dc:creator>
				<category><![CDATA[game ai]]></category>
		<category><![CDATA[source code]]></category>

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		<description><![CDATA[I am finishing up my reading of &#8216;The Magic Machine: A Handbook of Computer Sorcery&#8216; and there were only two programs left to write. I thought I&#8217;d wipe the first one out in a day. Heh, it took three. In a chapter of the book the author discusses early attempts at genetically evolving artificial life. [...]]]></description>
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		<title>Neural network levels playing field in MMORGs</title>
		<link>http://herselfsai.com/2007/11/neural-network-levels-playing-field-in-mmogs.html</link>
		<comments>http://herselfsai.com/2007/11/neural-network-levels-playing-field-in-mmogs.html#comments</comments>
		<pubDate>Mon, 19 Nov 2007 11:00:50 +0000</pubDate>
		<dc:creator>Linda MacPhee-Cobb</dc:creator>
				<category><![CDATA[artificial intelligence in the news]]></category>
		<category><![CDATA[game ai]]></category>
		<category><![CDATA[human replacement]]></category>

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		<description><![CDATA[All these recent studies using neural networks to predict human behavior have found a purpose. They are being trained and used on game users computers to get around network lag in games by predicting the gamers next move. Lag time is the ping time between you and the game computer. If two players are shooting [...]]]></description>
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		<title>Gamasutra article on Turning Algorithms for Strategy Games</title>
		<link>http://herselfsai.com/2007/08/gamasutra-article-on-turning-algorithms-for-strategy-games.html</link>
		<comments>http://herselfsai.com/2007/08/gamasutra-article-on-turning-algorithms-for-strategy-games.html#comments</comments>
		<pubDate>Fri, 17 Aug 2007 12:00:00 +0000</pubDate>
		<dc:creator>Linda MacPhee-Cobb</dc:creator>
				<category><![CDATA[game ai]]></category>
		<category><![CDATA[useful websites]]></category>
		<category><![CDATA[human replacement]]></category>

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		<description><![CDATA[Designing AI Algorithms for Turn-Based Strategy Games In action games the AI opponent always has the natural advantage: perfect accuracy and lightning fast reflexes, so the challenge in designing the AI for those games is making it act more human and to be beatable. In turn-based strategy games the tables are turned. Speed and accuracy [...]]]></description>
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