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Simulated Intelligence
Posted on June 28th, 2009 1 commentLet me first get some naming right. I will call the area that I intend to focus on “Simulated Intelligence” instead of “Artificial Intelligence.” I do this because what I will do here is not the real hard science that tries to build machines that really act like humans do, that have properties that qualify as real intelligence. I’m not trying to write software that could pass the Turing Test, I’m not even going into that broad direction. My idea is to create software (more specifically software components, vertical prototypes or whatever) which is a sufficient simulation of intelligence to create a good gaming experience.
In order to create a real AI, I would have to delve into Cognitive Science, trying to figure out who a mind works. I have not even the slightest clue how to do that, nor do I have the capabilities (for example access to medical equipment to “look” into someone’s brain, or the ability to make extensive surveys to do black box probing of the brain and extract interesting fact using statistical analysis). Instead I just pick up the research results of some real scientists, bend and abuse them and see if I can make some interesting use of them. You might want to call it “Applied Cognitive Science,” but I think that’s already more credit than it deserves.
So what exactly am I trying to achieve? Read the rest of this entry »
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Mental compass
Posted on June 24th, 2009 No commentsAfter reading Hofstadter’s book a bit, in becomes more and more clear into which direction I should go. Artificial intelligence has been a topic of interest to me for a long time. Especially playing with the algorithm used to implement programs like copycat or jumbo has been something I wanted to do when I read the book the first time, though I never did it.
Of course I do not think that I can scale that thing up to create an AI that is smart enough to be a sufficient simulation of a human mind or just a NPC’s mind. More like a “decision engine” that tells what to do next based on some input, not unlike more traditional, rule based systems. But I have the faint hope that it could be more flexible and yield more natural results. Perhaps it could also be more resistant against deadlocks and infinite loops. Also I do not intend to use it for ultra complex subjects like dialogs (at least not right now, perhaps when I’m old and gray). I think the approach can be used in more abstract scenarios like building and populating towns. Well, we’ll see.
And for those who have no idea what I’m talking about, either read the book or wait until I write more about it.
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Subversion repository
Posted on June 21st, 2009 No commentsI just create a project at code.google.com. Right now there’s only a little Python module called gltoy which I intend to use for toying around with OpenGL. So – not much to see here right now.
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Procedural worlds
Posted on June 2nd, 2009 No commentsMy vision is a huge, realistic (within the given story setting) and highly detailed world. A world bigger than any team of designers could create in a reasonable lifetime. So instead of manually crafting the terrain, placing cities, houses and objects, you define rules and algorithms that create the world for you.
Or perhaps it is the other way round: I’m a hacker, not a designer. So the obvious way to create a fantastic world is to define such algorithms and rules and let the CPU do the dirty work.


