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
- FEAR Animat style AI for Quake 2 Dave Rickey
- FEAR Animat style AI for Quake 2 Sasha Hart
[Dave Rickey]
> This is the kind of problem that neural networks and genetic
> algorithms are good at, after the guy with the rifle turns and
> runs away a few times, the system will come to associate that with
> "5 seconds from now that guy will be standing behind that
> barricade shooting at me," or whatever tactic is being excercised
> that would trick simpler AI, and have a grenade already primed
> when the player gets there.
First, the example given by Ted about the rifle pointing immediately
made me think of habituation. If the animal reduced threat estimates
when threatened repeatedly without fallout, it would just start
ignoring the dope. There is a lot of good work on habituation,
particularly in Aplysia (sea slug).
If the purpose is to take predictive action (the grenade being a
perfect example) do note that this is PRECISELY what classical
conditioning is about. This is also an area with a lot of good work,
from the Rescorla-Wagner model to its very successful cousin,
Temporal Difference (TD) learning.
Possible advantages being cheaper computation and faster learning
(since they can learn online and don't need a bunch of training
runs).
Reinforcement learning methods might be interesting - I'm very fond
of the text by Sutton & Barto, which has an online version:
http://www-anw.cs.umass.edu/~rich/book/the-book.html
> How good they can get at it is mostly a matter of how much
> processing power you can dedicate to GA selection or NN back-
> propagation, and how many inputs you can wire up and process in
> real time.
Also your expertise in working with and picking parameters for the
techniques, of course. Backprop is a bit of a black art and gets
misapplied all the time.
I don't know nearly enough about GAs, but I would have to convince
myself that they weren't too slow to learn - because of the premise
that you operate on the entire 'genome' rather than piecewise, which
at least intuitively suggests to me that you get much slower
sampling than you would with an online method. Then again, I
generally play with problems that probably don't play to the
strengths of GAs.
> We're not far from being able to run this grade of AI for entire
> worlds simulataneously (several thousand players interacting with
> a like number of AI agents at any one time). Maybe 5 years before
> we see a game using this approach.
Depends on the algorithms, of course - GAs and NNs are not cheap,
but for some problems, even quite general ones, there are pretty
cheap alternatives.
Sasha - 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 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
- 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