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
- 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
Sasha Hart
> [Ted L. Chen]
>> 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?
> That's not a problem with S-R, that's a problem with "when they
> have a rifle pointed towards us." Change the conditional to
> something sane and you solve the problem. For example, if the
> animat habituates to rifle-pointing, it has effectively
> established a new conditional - "if a rifle is pointed towards us
> AND he didn't just do it 3 times, be very afraid."
In a way, that's kinda my point. You need to have some higher level
that provides more stringent conditionals on what the animat
processes. The most flexible, and IMHO, the least useful brain
organs, are so general to the point that they won't generate the "if
a rifle is pointed towards us AND he didn't just do it 3 times, be
very afraid" condition. That requires time-history, or non-sensory
data. Other things hand-coded rule-based systems might take into
account are agressiveness stances, own-resource managment, etc.
These are things that don't generally appear in animat organs.
With more conditions, there might be a point where your learning
cases get so extensive that it's high-nil impossible to tune the
animat. It might learn "if a rifle is pointed towards us AND it's
daytime" if your learning cases are ill-posed.
> I'm somewhat interested as to what the executive would do here.
I use the term executive very broadly. Something I would call an
executive would normally have the power to override any usually
automated behavior. Like your deciding to put down a hot stove pot
back on a stove is an executive decision. Your natural reflex is to
drop the stove pot. But you know that's not a good idea because
stove pots obey the laws of gravity and fall towards your feet.
You've probably never had a hot stove pot land on your feet, but
you've generated that rule through simulated modelling of 'what
would happen'. That's an executive in action. In terms of
traditional bots, it usually comes in the form of a priori
high-level conditionals.
S-R: If a rifle is pointed towards us ... propose action.
Executive: Ignore proposed action when enemy has low chance to hit.
It lacks learning, and reaks of hard-coding if-then statements. But
in most cases, it gives the semblance of high-level intelligence and
isn't as prone to generating really really weird conditionals
(unless of course your AI programmer has had one too many beers).
TLC - 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