Hi
I'm reading a nice book explaining Game AI logic and it uses state design patterns and I would like to take it as an example for a future book on AI in the future They have two little actors talking via a a queued message list. There is one miner and its wife. Now I'm looking for a better example :) I was thinking about Pokemon hunting but if you have other ideas I'm interested. Stef Screen Shot 2017-11-03 at 09.53.57.png (96K) Download Attachment Screen Shot 2017-11-03 at 09.57.34.png (115K) Download Attachment |
On Fri, Nov 3, 2017 at 9:59 AM, Stephane Ducasse <[hidden email]> wrote: Hi Which one? I'm interested :)
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In reply to this post by Stephane Ducasse-3
Hi!
In my lecture I use a starcraft unit, the tank. It can be in a siege mode with increased damage point, but it cannot move. There are two states therefore Alexandre > Le 3 nov. 2017 à 05:59, Stephane Ducasse <[hidden email]> a écrit : > > Hi > > I'm reading a nice book explaining Game AI logic and it uses state > design patterns and I would like to take it as an example for a future > book on AI in the future > > They have two little actors talking via a a queued message list. There > is one miner and its wife. > > Now I'm looking for a better example :) > I was thinking about Pokemon hunting but if you have other ideas I'm > interested. > > Stef > <Screen Shot 2017-11-03 at 09.53.57.png> > <Screen Shot 2017-11-03 at 09.57.34.png> |
Hi Stef,
Not sure what you want to show: decision trees, belief network, concurrent actor model ... I‘m also interested which book you read and what are your plans :) :) Cheers Hans > Am 03.11.2017 um 11:09 schrieb Alexandre Bergel <[hidden email]>: > > Hi! > > In my lecture I use a starcraft unit, the tank. It can be in a siege mode with increased damage point, but it cannot move. There are two states therefore > > Alexandre > >> Le 3 nov. 2017 à 05:59, Stephane Ducasse <[hidden email]> a écrit : >> >> Hi >> >> I'm reading a nice book explaining Game AI logic and it uses state >> design patterns and I would like to take it as an example for a future >> book on AI in the future >> >> They have two little actors talking via a a queued message list. There >> is one miner and its wife. >> >> Now I'm looking for a better example :) >> I was thinking about Pokemon hunting but if you have other ideas I'm >> interested. >> >> Stef >> <Screen Shot 2017-11-03 at 09.53.57.png> >> <Screen Shot 2017-11-03 at 09.57.34.png> > > |
In reply to this post by Stephane Ducasse-3
Hi,
Interested too :) > Le 3 nov. 2017 à 09:59, Stephane Ducasse <[hidden email]> a écrit : > > Hi > > I'm reading a nice book explaining Game AI logic and it uses state > design patterns and I would like to take it as an example for a future > book on AI in the future I think it also apply to workflow engine. In the Workflow package, when running workflows in the engine (in a frame), an activity (part of the project graph) is activated (giving an activation). I think that activations are represented as a game state (completion propagates tokens according to conditions). My understanding is not perfect though. I will send something about the Workflow package next week I hope. Could be nice to uniformise workflow for business processes but also for more general « processes » like game AI. (on the pic, I see a process definition and the game is about its realization/activation :) ). Cheers, Cédrick > > They have two little actors talking via a a queued message list. There > is one miner and its wife. > > Now I'm looking for a better example :) > I was thinking about Pokemon hunting but if you have other ideas I'm > interested. > > Stef > <Screen Shot 2017-11-03 at 09.53.57.png><Screen Shot 2017-11-03 at 09.57.34.png> |
In reply to this post by Stephane Ducasse-3
On Fri, Nov 3, 2017 at 4:59 PM, Stephane Ducasse <[hidden email]> wrote: http://www.yaldex.com/game-Hi Not sure if this is what you want, but I found interesting search results with... game automata state diagrams and then look at "Images" only results. A sampling... cheers -ben |
I found this paper some time ago, they modeled the AI of a tank using statecharts. On Fri, Nov 3, 2017 at 11:11 AM Ben Coman <[hidden email]> wrote:
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In reply to this post by Stephane Ducasse-3
I decided to go with my kids to go for a hunter in Monster Hunters.
Guillermo the book I'm reading is Programming Game AI by example. I will implement the state machine and turn that into a nice chapter. Then since I wanted to code path discovery (I proposed the topics to students from Prague) I will probably also implement this. Stef On Fri, Nov 3, 2017 at 9:59 AM, Stephane Ducasse <[hidden email]> wrote: > Hi > > I'm reading a nice book explaining Game AI logic and it uses state > design patterns and I would like to take it as an example for a future > book on AI in the future > > They have two little actors talking via a a queued message list. There > is one miner and its wife. > > Now I'm looking for a better example :) > I was thinking about Pokemon hunting but if you have other ideas I'm > interested. > > Stef |
In reply to this post by cedreek
One step at a time. Let us clean and build a nice workflow and then we
will see :). On Fri, Nov 3, 2017 at 2:20 PM, Cédrick Béler <[hidden email]> wrote: > Hi, > > Interested too :) > >> Le 3 nov. 2017 à 09:59, Stephane Ducasse <[hidden email]> a écrit : >> >> Hi >> >> I'm reading a nice book explaining Game AI logic and it uses state >> design patterns and I would like to take it as an example for a future >> book on AI in the future > > I think it also apply to workflow engine. > > In the Workflow package, when running workflows in the engine (in a frame), an activity (part of the project graph) is activated (giving an activation). I think that activations are represented as a game state (completion propagates tokens according to conditions). > My understanding is not perfect though. I will send something about the Workflow package next week I hope. > > Could be nice to uniformise workflow for business processes but also for more general « processes » like game AI. > (on the pic, I see a process definition and the game is about its realization/activation :) ). > > Cheers, > > Cédrick > > > > >> >> They have two little actors talking via a a queued message list. There >> is one miner and its wife. >> >> Now I'm looking for a better example :) >> I was thinking about Pokemon hunting but if you have other ideas I'm >> interested. >> >> Stef >> <Screen Shot 2017-11-03 at 09.53.57.png><Screen Shot 2017-11-03 at 09.57.34.png> > > |
In reply to this post by Ben Coman
Thanks ben. there are nice piece of information.
On Fri, Nov 3, 2017 at 3:10 PM, Ben Coman <[hidden email]> wrote: > > > On Fri, Nov 3, 2017 at 4:59 PM, Stephane Ducasse <[hidden email]> > wrote: >> >> Hi >> >> I'm reading a nice book explaining Game AI logic and it uses state >> design patterns and I would like to take it as an example for a future >> book on AI in the future >> >> They have two little actors talking via a a queued message list. There >> is one miner and its wife. >> >> Now I'm looking for a better example :) >> I was thinking about Pokemon hunting but if you have other ideas I'm >> interested. >> >> Stef > > > > Not sure if this is what you want, but I found interesting search results > with... game automata state diagrams > and then look at "Images" only results. A sampling... > http://www.yaldex.com/game-programming/0131020099_ch06lev1sec3.html > http://ai-depot.com/FiniteStateMachines/FSM-Framework.html > http://www.yaldex.com/game-programming/0131020099_ch06lev1sec3.html > > cheers -ben |
In reply to this post by Stephane Ducasse-3
BTW I read one in french.
I implement a forward chainer (I should implement now a backwrd chainers) Then I want to implement a fuzzy logic system. After I had a path finder (like in the current book I'm readin). Then I started to read the collective intelligence book and started to implement it in Pharo. Stef On Sat, Nov 4, 2017 at 5:45 PM, Stephane Ducasse <[hidden email]> wrote: > I decided to go with my kids to go for a hunter in Monster Hunters. > > Guillermo the book I'm reading is Programming Game AI by example. > I will implement the state machine and turn that into a nice chapter. > Then since I wanted to code path discovery (I proposed the topics to > students from Prague) I will probably also implement this. > > Stef > > On Fri, Nov 3, 2017 at 9:59 AM, Stephane Ducasse > <[hidden email]> wrote: >> Hi >> >> I'm reading a nice book explaining Game AI logic and it uses state >> design patterns and I would like to take it as an example for a future >> book on AI in the future >> >> They have two little actors talking via a a queued message list. There >> is one miner and its wife. >> >> Now I'm looking for a better example :) >> I was thinking about Pokemon hunting but if you have other ideas I'm >> interested. >> >> Stef |
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