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	<title>The Game That Never Was &#187; Reading</title>
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	<link>http://the-game.odahoda.de</link>
	<description>Mindless ramblings about the perfect game</description>
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		<title>Links 2009-12-29</title>
		<link>http://the-game.odahoda.de/2009/12/links-2009-12-29/</link>
		<comments>http://the-game.odahoda.de/2009/12/links-2009-12-29/#comments</comments>
		<pubDate>Tue, 29 Dec 2009 21:12:13 +0000</pubDate>
		<dc:creator>pink</dc:creator>
				<category><![CDATA[Reading]]></category>

		<guid isPermaLink="false">http://the-game.odahoda.de/?p=107</guid>
		<description><![CDATA[Winning the 2K Bot Prize with a Long-Term Memory Database using SQLite (AiGameDev.com): Most AI systems in the games industry focus on short-term reactive memory and combat behaviors applying techniques such as behavior trees. However, there seems to be little support for long-term memory, for example remembering locations in space that mark events that occurred. [...]]]></description>
			<content:encoded><![CDATA[<ul>
<li><a href="http://aigamedev.com/open/articles/sqlite-bot/">Winning the 2K Bot Prize with a Long-Term Memory Database using SQLite</a> (AiGameDev.com):<br />
<blockquote><p>Most AI systems in the games industry focus on short-term reactive memory and combat behaviors applying techniques such as behavior trees.  However, there seems to be little support for long-term memory, for example remembering locations in space that mark events that occurred.  In our daily lives, we internally map, model and remember our surroundings and experiences.  This begs the question, how can we similarly organize and leverage longer-term memory within modern AI?</p></blockquote>
</li>
</ul>
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		<title>Links 2009-11-24</title>
		<link>http://the-game.odahoda.de/2009/11/links-2009-11-24/</link>
		<comments>http://the-game.odahoda.de/2009/11/links-2009-11-24/#comments</comments>
		<pubDate>Tue, 24 Nov 2009 23:07:27 +0000</pubDate>
		<dc:creator>pink</dc:creator>
				<category><![CDATA[Reading]]></category>

		<guid isPermaLink="false">http://the-game.odahoda.de/?p=103</guid>
		<description><![CDATA[Die fade Fassade (Kommentar, 4players.de, German): Wieso hockt meine Mutter jahrelang (!) in ein- und derselben Position vor ihrem Bett? Wieso kann ich mich buchstäblich vor der Nase von drei Wachen in den direkt daneben befindlichen Eingang schleichen? Warum spazieren nachts ebenso viele Menschen in den Städten herum wie am Tag?]]></description>
			<content:encoded><![CDATA[<ul>
<li><a href="http://www.4players.de/4players.php/kommentar/Spielkultur/1989123/0/index.html">Die fade Fassade</a> (Kommentar, 4players.de, German):<br />
<blockquote><p>Wieso hockt meine Mutter jahrelang (!) in ein- und derselben Position vor ihrem Bett? Wieso kann ich mich buchstäblich vor der Nase von drei Wachen in den direkt daneben befindlichen Eingang schleichen? Warum spazieren nachts ebenso viele Menschen in den Städten herum wie am Tag?
</p></blockquote>
</li>
</ul>
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		<item>
		<title>Links 2009-11-01</title>
		<link>http://the-game.odahoda.de/2009/11/links-2009-11-01/</link>
		<comments>http://the-game.odahoda.de/2009/11/links-2009-11-01/#comments</comments>
		<pubDate>Sun, 01 Nov 2009 20:08:18 +0000</pubDate>
		<dc:creator>pink</dc:creator>
				<category><![CDATA[Reading]]></category>

		<guid isPermaLink="false">http://the-game.odahoda.de/?p=85</guid>
		<description><![CDATA[Artificial Intelligence and the Future of Games as an Expressive Medium (Youtube): Artificial intelligence methods open up new possibilities in game design, enabling the creation of believable characters with rich personalities and emotions, interactive story systems that incorporate player interaction into the construction of dynamic plots, and authoring systems that assist human designers in creating [...]]]></description>
			<content:encoded><![CDATA[<ul>
<li><a href="http://www.youtube.com/watch?v=PsvsZuFgBzc">Artificial Intelligence and the Future of Games as an Expressive Medium</a> (Youtube):<br />
<blockquote><p>Artificial intelligence methods open up new possibilities in game design, enabling the creation of believable characters with rich personalities and emotions, interactive story systems that incorporate player interaction into the construction of dynamic plots, and authoring systems that assist human designers in creating games. Games are fast becoming a major medium of the 21st century, being used for everything from education, to editorial news commentary, to expressing public policy and political opinions. Game AI research can radically expand the expressiveness of games, supporting them in becoming a mainstream medium for societal discourse. These ideas will be illustrated by looking at two projects: the interactive drama Façade (released July 2005, downloadable from www.interactivestory.net) and current work on automated game design support.</p></blockquote>
</li>
<li><a href="http://en.wikipedia.org/wiki/Belief-Desire-Intention_software_model">Belief-Desire-Intention software model</a> (Wikipedia):<br />
<blockquote><p>[...] is a software model developed for programming intelligent agents. Superficially characterized by the implementation of an agent&#8217;s beliefs, desires and intentions, it actually uses these concepts to solve a particular problem in agent programming. In essence, it provides a mechanism for separating the activity of selecting a plan (from a plan library) from the execution of currently active plans. Consequently, BDI agents are able to balance the time spent on deliberating about plans (choosing what to do) and executing those plans (doing it). A third activity, creating the plans in the first place (planning), is not within the scope of the model, and is left to the system designer and programmer.</p></blockquote>
</li>
<li><a href="http://www.youtube.com/watch?v=FlhNbQNDCU4">Automated Support for Game Design</a> (Youtube &#8211; more detailed version of the second part of the first talk above):<br />
<blockquote><p>Game designers currently have no formal, abstract tools or representations they can use to reason about designs in progress. This talk describes research in the Expressive Intelligence Studio at UC Santa Cruz that seeks to build systems that can reason about the consequences of and interactions between game design mechanics, as well as make heuristic game design suggestions. Michael and his team have identified four different design domains that interact during game design, the thematic, abstract mechanics, game state representation, and input mapping domains, and seek to provide semi-automated and automated support to assist with these domains. They have experimented with common-sense reasoning approaches for reasoning about game thematics, and event calculus representations of game mechanics and state representation. This talk provides an overview of the research agenda, present the demo systems they&#8217;ve created, and describes the two primary application directions they&#8217;re pursuing, namely, design support tools (&#8216;CAD for game designers&#8217;) and computer creativity systems that discover new and interesting game mechanics.</p></blockquote>
</li>
<li><a  href="http://conceptnet.media.mit.edu/">ConceptNet 3 &#8211; A Semantic Network Representation of the Open Mind Common Sense Project</a> (MIT):<br />
<blockquote>ConceptNet aims to give computers access to common-sense knowledge, the kind of information that ordinary people know but usually leave unstated.<br />
The data in ConceptNet is being collected from ordinary people who contributed it over the Web. ConceptNet represents this data in the form of a semantic network, and makes it available to be used in natural language processing and intelligent user interfaces.<br />
<blockquote></li>
</ul>
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		<title>Bubble Tank</title>
		<link>http://the-game.odahoda.de/2009/07/bubble-tank/</link>
		<comments>http://the-game.odahoda.de/2009/07/bubble-tank/#comments</comments>
		<pubDate>Fri, 17 Jul 2009 22:05:40 +0000</pubDate>
		<dc:creator>pink</dc:creator>
				<category><![CDATA[Reading]]></category>
		<category><![CDATA[Simulated intelligence]]></category>

		<guid isPermaLink="false">http://the-game.odahoda.de/?p=52</guid>
		<description><![CDATA[One image that formed in my head when thinking about Copycat at al is that of a water tank in which bubbles (the structures which are built up by the codelets) slowly form, shrink, disappear, grow, merge and finally reach the surface when they prove to be big, strong and stable. If the Fluid Analogies [...]]]></description>
			<content:encoded><![CDATA[<p>One image that formed in my head when thinking about Copycat at al is that of a water tank in which bubbles (the structures which are built up by the codelets) slowly form, shrink, disappear, grow, merge and finally reach the surface when they prove to be big, strong and stable. If the Fluid Analogies model of Copycat is really a valid approximation of what&#8217;s going on in hour own head, then this analogy opens up some nice interpretations.</p>
<p>The codelets slowly build structures based on the input &#8211; in the case of the human brain, nerve signals from our senses. They make connections, dig up possibly related memories and try to bring this into a coherent state. In the beginning this is very undirected and may produce complete nonsense, later the structures become less chaotic but might still be very far fetched and only when they really make sense they make it to the surface. The surface being the border between unconscious and conscious thinking.</p>
<p>Following the analogy further: what happens if we change some parameters of the system, for example lower or rise the surface or let bubbles rise faster or slower? If it is harder for a bubble to reach the surface &#8211; that is a certain interpretation of a situation make it to the conscious mind &#8211; then this bubble has to be very stable. The codelets have lots of time to grind away all irregularities and the existing memories enforce their expectations. In other words: boring, conventional and uncreative. And if you turn the wheel into the other direction: unconventional, often wrong, but sometimes there might be a solution that turns out to be very creative.</p>
<p>And if you push the wheel even further? Then you expose the conscious mind with the chaos of half-baked ideas, structures of mostly random connections which only made it to the surface, because they did not have to prove themselves. Which to me sounds very much like a description of paranoia, psychosis or other mental dysfunctions.</p>
<p>As an example: Someone might look into a dark cloudy sky. Add some flashes and distant thunder for the dramatic effect. This visual impression kicks off all kinds of cognitive processes in the subconscious mind. The result that bubbles up to the surface between subconsciousness and consciousness is usually something like &#8220;no picnic today, let&#8217;s check the movies,&#8221; or &#8220;where&#8217;s my umbrella?&#8221; But if the parameters are badly tuned it could also be &#8220;the aliens are preparing their invasion.&#8221; Or a bit less extreme: &#8220;let&#8217;s see what happens it a flash strike a kite.&#8221; Pretty stupid idea in my opinion, unless you&#8217;re a brilliant researcher.</p>
<p>The point is that every mind potentially has those crazy or plain insane ideas, they just don&#8217;t make it to the surface, because they loose the race against more conservative and thus more stable structures. Creative minds lower the bar and every once in a while they can find a gem. Insane minds get lost in a cloud of random bubbles that obfuscate their sight (unfortunately it seems to be hardwired into our minds that we willingly trust whatever makes it through the surface).</p>
<p>And here&#8217;s what triggered this particular bubble to form in my mind:</p>
<blockquote><p>We&#8217;re all familiar with the stereotype of the tortured artist. Salvador Dali&#8217;s various disorders and Sylvia Plath&#8217;s depression spring to mind. Now new research seems to show why: a genetic mutation linked to psychosis and schizophrenia also influences creativity.</p></blockquote>
<p><a href="http://www.newscientist.com/article/dn17474-artistic-tendencies-linked-to-schizophrenia-gene.html">New Scientist Health, July 16, 2009: Artistic tendencies linked to &#8216;schizophrenia gene&#8217;</a></p>
<p>Via: <a href="http://www.kurzweilai.net/news/frame.html?main=/news/news_single.html?id%3D10871">KurzweilAI.net</a></p>
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		</item>
		<item>
		<title>Gamasutra: The History and Theory of Sandbox Gameplay</title>
		<link>http://the-game.odahoda.de/2009/07/gamasutra-the-history-and-theory-of-sandbox-gameplay/</link>
		<comments>http://the-game.odahoda.de/2009/07/gamasutra-the-history-and-theory-of-sandbox-gameplay/#comments</comments>
		<pubDate>Fri, 17 Jul 2009 20:36:13 +0000</pubDate>
		<dc:creator>pink</dc:creator>
				<category><![CDATA[Reading]]></category>

		<guid isPermaLink="false">http://the-game.odahoda.de/?p=49</guid>
		<description><![CDATA[So I learned that &#8220;sandbox&#8221; is the name for what I&#8217;m thinking about. And I&#8217;m not the first to think about it. Surprise, surprise. The main reason that this trend towards believable characters is compelling for sandbox play is that the characters are, at bottom, more dynamic and interactable. They help &#8220;sell&#8221; the game world [...]]]></description>
			<content:encoded><![CDATA[<p>So I learned that &#8220;sandbox&#8221; is the name for what I&#8217;m thinking about. And I&#8217;m not the first to think about it. Surprise, surprise.</p>
<blockquote><p>The main reason that this trend towards believable characters is compelling for sandbox play is that the characters are, at bottom, more dynamic and interactable. They help &#8220;sell&#8221; the game world because they seem more realistic. Not &#8220;realistic&#8221; in the sense that they can ever hope to pass the Turing test, but realistic enough that they&#8217;ll lull you into forgetting about their artificiality. The more intelligently the NPCs respond, the more the game feels like a free and open world.</p></blockquote>
<p><a href="http://www.gamasutra.com/view/feature/4081/the_history_and_theory_of_sandbox_.php">Full article</a></p>
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