November 2002
- Economic Indices for Virtual Worlds Koster, Raph
- Economic Indices for Virtual Worlds Frank Crowell
- Economic Indices for Virtual Worlds Justin Stocks
- Real money and virtual worlds Koster, Raph
- Real money and virtual worlds Dave Trump
- Real money and virtual worlds Amanda Walker
- Real money and virtual worlds Ron Gabbard
- Real money and virtual worlds Matt Mihaly
- Real money and virtual worlds Ron Gabbard
- Real money and virtual worlds Marc Fielding
- Real money and virtual worlds Martin Bassie
- Real money and virtual worlds Matt Mihaly
- descriptive logic Bruce Mitchener
- descriptive logic Robert Zubek
- Picketing in Sims Online Koster, Raph
- Picketing in Sims Online Derek Licciardi
- Picketing in Sims Online John Robert Arras
- Picketing in Sims Online Marc Fielding
- Picketing in Sims Online shren
- Picketing in Sims Online Marc Fielding
- Picketing in Sims Online Dave Rickey
- Picketing in Sims Online Damion Schubert
- Picketing in Sims Online Mike Shaver
- Picketing in Sims Online Marc Fielding
- online voice communication Matt Mihaly
- online voice communication Dave Trump
- online voice communication Sasha Hart
- online voice communication Ted L. Chen
- online voice communication Amanda Walker
- online voice communication Koster, Raph
- online voice communication Ted L. Chen
- online voice communication Amanda Walker
- online voice communication Damion Schubert
- online voice communication Peter Harkins
- online voice communication Daniel.Harman@barclayscapital.com
- online voice communication Amanda Walker
- online voice communication Hans-Henrik Staerfeldt
- online voice communication Amanda Walker
- online voice communication Dave Trump
- online voice communication Amanda Walker
- online voice communication Miroslav Silovic
- online voice communication Corey Crawford
- online voice communication Marc Fielding
- online voice communication Corey Crawford
- Point of Purchase "Cards" for Online Services Christopher Allen
- Point of Purchase "Cards" for Online Services Steven Cummings
- Point of Purchase "Cards" for Online Services Matt Mihaly
- Point of Purchase "Cards" for Online Services David Kennerly
- Point of Purchase "Cards" for Online Services Damion Schubert
- Point of Purchase "Cards" for Online Services Ron Gabbard
- Korea and online world responsibility Koster, Raph
- Korea and online world responsibility Sean Kelly
- Korea and online world responsibility apollyon
- Korea and online world responsibility Koster, Raph
- Korea and online world responsibility Rudy Fink
- Korea and online world responsibility shren
- Korea and online world responsibility Clay
- Korea and online world responsibility Sean Kelly
- Korea and online world responsibility Marian Griffith
- Korea and online world responsibility Matt Mihaly
- Korea and online world responsibility Damion Schubert
- Korea and online world responsibility Sean Kelly
- Korea and online world responsibility Hans-Henrik Staerfeldt
- Korea and online world responsibility Mike Parker
- [MUD-DEV]: Stories in Multiplayer Online Games holding99@mindspring.com
- FEAR Animat style AI for Quake 2 Frank Crowell
- FEAR Animat style AI for Quake 2 Ted L. Chen
Frank Crowell wrote
> FEAR (Flexible Embedded Agent aRchitecture) is an Open Source
> project that is an AI based on animat or the AI of virtual
> creatures. They have implemented a library, development kit, and
> an interface to Quake 2. According to the developers,
I haven't tried FEAR specifically, but I know the type.
The game I'm working on partitions the environment and the AI,
allowing it only to pass through the same inputs as the player.
Similar to FEAR, there's no way for the AI to cheat (other than
having a more precise sense of the environment). The underlying
control systems that map decisions to physical inputs is the easy
part, as is low-level automata. They work really well for simple
test-cases like obstacle avoidance and movement, so I can understand
why the guys over at FEAR are so excited.
But, in terms of believable AI, unless you have a really good
decision-system in place, it's not going to give you much
"simplicity" or "realism". The hard work is in defining the
decision space. At a simple level, the stimuli-response of 'animat'
can easily be tricked, and actually produce funny results because
they have no overriding executive.
For example, assume we have a threat detection organ that tells the
rest of the brain that someone is attacking when they have a rifle
pointed towards us. What happens when the guy with the rifle turns
rapidly toward and away from us?
The annoying thing is though, even if you have a decision-system in
place, chances are it doesn't take into account the
continuous-discrete nature of the combined AI-physics system.
You'll start getting overshoots of position, velocity, you name it,
and definately the behavior will be emergent (likely not
believable). Not to say that it's not solvable, but it makes AI
development harder, not easier.
The old game-AI design rules still apply. Cheat if you can get away
with it and definately cheat if the player isn't looking. :)
P.S. I don't haven't anything against animats. I'm just wary of
their hyped application towards human-like decision making. There's
a reason why it's animat and not humat ;)
TLC - FEAR Animat style AI for Quake 2 Dave Rickey
- FEAR Animat style AI for Quake 2 Sasha Hart
- FEAR Animat style AI for Quake 2 Dave Rickey
- FEAR Animat style AI for Quake 2 Sasha Hart
- FEAR Animat style AI for Quake 2 Ted L. Chen
- FEAR Animat style AI for Quake 2 Freeman, Jeff
- FEAR Animat style AI for Quake 2 Amanda Walker
- FEAR Animat style AI for Quake 2 Frank Crowell
- FEAR Animat style AI for Quake 2 Damion Schubert
- FEAR Animat style AI for Quake 2 shren
- FEAR Animat style AI for Quake 2 Frank Crowell
- FEAR Animat style AI for Quake 2 Daniel.Harman@barclayscapital.com
- FEAR Animat style AI for Quake 2 Ted L. Chen
- Virtual worlds as a Society of Mind Frank Crowell
- Virtual worlds as a Society of Mind Ted L. Chen
- Virtual worlds as a Society of Mind Daniel.Harman@barclayscapital.com
- Virtual worlds as a Society of Mind Ted L. Chen
- Virtual worlds as a Society of Mind Frank Crowell
- Virtual worlds as a Society of Mind Sean Kelly
- BIZ: MMORG Pioneer looking for part/full time gig F. Randall Farmer
- OpenCroquet Bruce Mitchener
- OpenCroquet Frank Crowell
- OpenCroquet Frank Crowell
- [TECH] memory management system released Bruce Mitchener