Wednesday, December 28, 2011
An Egocentric Motion Management System - article excerpt from Game Engine Gems 2
An Egocentric Motion Management System Summary
The egocentric motion management system (ECMMS) is both a model for agent movement and an application of a behavioral theory. Any game that features agents (e.g., animals, soldiers, or tanks) that move around in a 3D scene has a need for an agent movement solution. A typical movement solution provides mechanisms that allow for an agent to move through a scene, avoiding geometry, all the while executing some sort of behavior. This article discusses not only how focusing on the agent drives the immediate interactions with the environment but also, more importantly, that by gathering some information about the environment during locomotion, we gain the ability to generate spatial semantics for use by the agent’s behavior system. Portions of the ECMMS were used in a cross-platform game entitled World of Zoo (WOZ). WOZ is an animal simulator that requires various zoo animals to move through their environments in an incredibly compelling manner while the players constantly alter the environment. So the proving ground for this system was in an environment that could be changed around the agents at any particular moment. In addition to detailing ECMMS I also discuss how to build a unified behavioral model that utilizes technology from all three of my character movement articles.
An Egocentric Motion Management System - Theory and an Implementation
Tuesday, December 13, 2011
Qualitative Improvements of Biasing a Routes Starting Position
Friday, December 02, 2011
Noumena Philosophical Canon
While the last post attempted to cover the more concrete canon, this post will list the books that comprise my Noumena philosophical canon. Every project needs an underlying set of principles that help guide the development of not only the final product, but arguably the process in which these systems were built. These books represent some of the core books that provided ideas that contributed to Noumena's process.1. The Complete Works of Aristotle, ed. Jonathan Barnes
2. The Human Touch, Michael Fray
3. Michel De Montaigne The Complete Works, Translated by Donald Frame
4. The Phenomenom of Life, Alexander
5. On the Nature of Things, Lucretius
6. Being and Time, Heidegger
7. The World of Perception, Merleau Ponty
8. Experience and Prediction, Hans Reichenbach
9. The Phenomenology of Perception, Merlau Ponty
10. The Origins of Knowledge and Imagination, Jacob Bronowski
Noumena Canon
It's been a while since I posted, so here are a few of the books that I consider canon for the development of Noumena. There are literally hundreds of other books that have influenced Noumena in some form or another (I actually posted several years ago an initial list of some of the books) but these few here are the pillars on which a number of my ideas are based upon.1. The Philosophy of Animal Minds, ed. Robert Lutz
2. Animal Cognition, Clive Wynne
3. Mental Leaps, Keith Holyoak and Paul Thagard
4. Mindreading Animals, Robert Lutz
5. Incomplete Nature, Terrence Deacon
6. Creating a Memory of Causal Relationships, Michael Pazzani
7. Who Needs Emotions?, ed Jean-Marc Fellous and Michael Arbib
8. Behavior: The Control of Perception. William T. Powers
9. General System Theory. Ludwig von Bertalanffy
10. The Principles of Psychology, Volumes 1 & 2, William James.
Hopefully in the not too distant future, I'll be posting an outline for the manuscript entitled, "Fellow Creatures: A Referential Intelligence." It's a book that covers the development of the referentially based cognitive engine, Noumena.
Tuesday, July 05, 2011
AI Papers, Books, and Conference Publications
The chapters in Game Engine Gems 2, Game Programming Gems 8, and the paper presented at the Artificial Intelligence and Interactive Digital Entertainment Conference 2009 form the three major sources for the some of my work on character movement systems. Together they form a unique approach that combines AI, animation and physics into a unified architecture that provides a description of the background to, principles of, and the development of an approach to implementing a character behavioral system.
For Game Engine Gems 2, I provided a chapter entitled, An Egocentric Motion Management System. The egocentric motion management system (ECMMS) is both a model for agent movement and an application of a behavioral theory. Any game that features agents (e.g., animals, soldiers, or tanks) that move around in a 3D scene has a need for an agent movement solution. A typical movement solution provides mechanisms that allow for an agent to move through a scene, avoiding geometry, all the while executing some sort of behavior. This article discusses not only how focusing on the agent drives the immediate interactions with the environment but also, more importantly, that by gathering some information about the environment during locomotion, we gain the ability to generate spatial semantics for use by the agent’s behavior system. Portions of the ECMMS were used in a cross-platform game entitled World of Zoo (WOZ). WOZ is an animal simulator that requires various zoo animals to move through their environments in an incredibly compelling manner while the players constantly alter the environment. So the proving ground for this system was in an environment that could be changed around the agents at any particular moment. In addition to detailing ECMMS I also discuss how to build a unified behavioral model that utilizes technology from all three of my character movement articles.
In Game Programming Gems 8, I've written an article detailing the World of Zoo's navigation system's architecture; as well as provided some general thoughts on developing a motion management system. The article is entitled, A Practical Spatial Architecture for Animal and Agent Navigation. This article is a nice bookend to the AIIDE 2009 paper (the Game Gems article provides more concrete insights, while the AIIDE paper is more algorithmic). Here's a brief introduction to the article: Game literature is inundated with various techniques to facilitate navigation in an environment. However many of them fail to take into account the primary unifying medium that animals and agents use as locomotion in the real world. And that unifying medium, is space [Lefebvre97]. The architectonics of space relative to an animals or agent’s motion in a game environment, is the motivation for this article. Traditional game development focuses on modeling what is physically in the environment, so it may seem counterintuitive to model what is not there, but one of the primary reasons for modeling the empty space of an environment is that it is this spatial vacuum that frames our interactions (be it locomotion or a simple idle animation) within that environment. Space is the associative system between objects in our environments.
This article will discuss this spatial paradigm and the techniques that we used during the development of a multiplatform game, entitled World of Zoo (WOZ). WOZ was not only a challenging project by any standard definition of game development, but also because we desired our animals motion to be credible.
An important aspect of any animal’s believability is that they are not only aware of their surroundings, but that they also move through a dynamic environment (Color Plates 1 and 2 contain examples of WOZ’s environment) in a spatially appropriate and consistent manner. This maxim had to hold true whether the animal was locomoting over land, water or even through air! To help facilitate the representation of our spatial environments we used several old tools in new ways, and in conjunction with a few inventions of our own, we believe we accomplished our goals.

This peer reviewed paper outlines the general philosophy of a unifying paradigm for navigation systems. The paper is entitled, A Unified Spatial Representation for Navigation Systems and was presented at the Artificial Intelligence and Interactive Digital Entertainment Conference 2009 held at Stanford University.
Abstract
The purpose of this paper is to outline the core components of a practical navigation system which uses a novel technique for spatial representation in a commercial entertainment product. This paper is based upon thenavigation system developed for The World of Zoo (WOZ) by Blue Fang Games, LLC and published by THQ. WOZ placed the following requirement on our in game agents
(which are animals, such as tigers and penguins): depending on the animals species they were required to locomote across land, water, exhibit the ability to climb and eventually to fly all in a seamless manner. Animal locomotion in WOZ is driven by accumulating the root motion of multiple blended animations; this required a unique approach to the spatial representation of our environments. The system needed not only to take into account the defacto static environments that were created by
the level designers, but also the dynamic structures that the animals use (depending on the players interactions at that particular moment).
There was also the extra challenge of a system that was as straightforward as possible for level designers to work within. As Anthony J.D' Angelo so succinctly stated, "Don't reinvent the wheel. Just realign it." It is with this sage advice in mind that we reevaluated traditional navigable representations, in conjunction with how our animals should move through their environments. As important as the navigation framework was to the development of WOZ, the way the thought processes developed preceding the implementation is also of interest; as the re-understanding of what navigation is composed of (in virtually any environment) guided our decisions through the design and implementation stages.
In Game Programming Gems 7, I've written an article detailing the architecture of a multi-platform threading engine. The article is entitled, The Design and Implementation of Multi-Platform Threading Engine. One of the most important aspects of designing a multi-threaded program is spending the time upfront to design and plan your game architecture. Some of the high-levelissues that need to be addressed are: task dependencies, data sharing, data synchronization, acknowledgement and flow of data access patterns, decoupling of communication points to allow for reading but not necessarily writing of data, and minimizing event synchronization. This article details the GLRThreading Engine and also provides a lot of practical advice for either using the GLRThreading Engine or writing your own. Other topics include dealing with cache issues, thread pools, execution properties and more.
In Game Programming Gems 6, I've written an article about the Quantified Judgement Model (QJM) and it's usage and application to strategic game development. The article is entitled, Using the Quantified Judgement Model for Engagement Analysis. The Quantified Judgment Model (QJM) is both a model and a theory of combat. Originally developed to simulate historical battles and then later upon further refinement, used for modern engagement prediction; it is an ideal system for predicting potential victors in a game. In this gem I describe the base QJM formula. The base QJM formula can then be furthermore expanded upon, by adding models calculating attrition factors, spatial effectiveness of units and casualty effectiveness.There is also some notes on the difference between the Lanchester equation and the QJM.

In AI Programming Wisdom Volume 2, I've written an article on Multi-Tiered AI Frameworks (MTAIF). This is the new framework used in the current iteration of Master of the Empire. The article is entitled, Designing a Multi-Tiered AI Framework. The MTAIF allows an AI to be broken up into three concrete layers, strategic, operational and a tactical layer. This allows for an AI programmer to have various AIs focus on specific tasks, while at the same time having a consistent overall focus. The MTAIF allows for the strategic layer to be focused exclusively on matters that can affect an empire on a holistic scale, while at the operational level the AI is in tune with reports from the tactical level. A differing factor from many other architectures is that the MTAIF does not allow decisions to be made on a tactical scale that would violate the overall strategic policies. This in turn forces highlevel strategic policies to be enforced in tactical situations, without the AI devolving into a reactionary based AI.
In Game Gems 5 I've written an article entitled, Advanced AI Framework Development with a Parallel Virtual Machine (PVM). Its forms the fundamental understanding that is needed to start developing a parallel AI system. The article had to fit into 12 pages or so, so that meant a lot of actual implementation details had to be left out, as well as information on potential
design fallacies that may occur.
Early papers.
This is an article I wrote for OS/2 Developer entitled, Advanced Game Design with OS/2. The use of was the editor's idea. The article provided a basic summary of doing fast GPI updates - the technique I used for Master of the Empire. Obviously a super dated article (as it was published in 1997), but nonetheless it provides an interesting cross-section of my background.Genericized Object Management (GOM). Todays games have huge AIs, being worked on by multiple programmers. Unless a new technique is introduced when the project begins, it becomes difficult to add any new type of methodology to the framework. This comes from the concern of breaking a currently implemented system or the real world fact that the new technique is just too complex. What the Genericized Object Manager (GOM) allows for is a simple way to register multiple objects through a parameterized functor [Alexandrescu02], which can then be easily accessed at runtime through one central core routine. A benefit of GOM is that the implementation can fit into almost any preexisting framework, so your game can have the immediate gains without refitting your framework to a particular solution. The GOM technique allows for setting up a specific AI, such as a particular Field Manager (see Designing a MultiTiered AI Framework), input managers, state machines that need to deal with multiple behaviors, or just a central system that is needed because the programming team is large. GOM also serves as a good technique while refactoring a large codebase.
Sunday, July 03, 2011
Emotions and Goals within Noumena
- Relevance of event
- Implications or consequence of event
- Can I cope w/the event?
- What is the significance of the event? To me? To allies?
- What do I currently own?
- What do I need to own?
- What should I own next?
Saturday, July 05, 2008
My desktop and a few notes.

Friday, February 15, 2008
Environmental Stabilization

One of the paper's that I've read lately is called: "The Stabilization of Environments" by Hammond, et al. One of the underlying premises is that agents/humans adapt their environments to suit THEIR needs. It's a fascinating paper, covering a lot of the variable bits and pieces that many papers neglect or skirt around. The part that I enjoyed the most is the analysis bit - where there are concrete examples of an agent adapting the environment; as well as an almost how-to of stabilizing behaviors. I found the paper in "Computational theories of Interaction and Agency", edited by Philip Agre.
Work has also been progressing on the Noumena, here is a latest screen capture - I hope to show a capture of the Noumena debugger in short order. It's a bit more entertaining to see how the flow of perceived and generated information as it occurs in the cognitive engine.
Wednesday, January 02, 2008
A Toy Universe for the NoumenaMind Cognitive Engine : Master of the Empire - Express
I'm a huge proponent of doing something, rather than talking about it.So for the past 2 months I've spent the majority of my leisure time working on two items: First and foremost the Noumena Cognitive Engine and secondly a toy universe (of sorts) that will allow for a demonstrable application of the cognitive engine; and that toy-universe is through the next iteration of MOTE.
The game by design is simple, yet addictive. Each player starts off with a capital and attempts to conquer the randomly generated worlds through the use of Simpletons, Infantry, Panzer Troopers and Tanks. There are no air or water units - that will come in a later version because this first iteration needs to be, not only a fun game, but it also has to serve as a test bed for the initial implementation and integration of the Noumena cognitive engine. There enough moving parts.
Certain terrain features restrict movement of particular unit types, resources are required to build certain units - so there is an artificial economy within this toy universe; one that Noumena must learn to use. Just having an AI engine just "do something" is relatively easy - if you want your solution to be brittle. By brittle I mean a solution that is generally not applicable to other similar contextual situations. The internal foundation and framework of Noumena make use of several weak methods - weak methods are used to solve problems (heuristically) in a context independent manner.
The cognitive engine needs to understand that the reason it moved the Panzer Trooper to counter a Tank inside a mountain pass is because it confined the movement of the Tank, allowed it's units to be concealed, allowed for disproportionate amount of offensive to be administered and at a higher cognitive level to be able to understand that this situation can be used as a cognitive frame for other situations that contain similar associative patterns. (This is not unlike similarities that maybe found within Selfridge's Pandemonium model - you can find the initial paper inside Neurocomputing: Foundations of Research as well as a further exposition inside Computer and Thought - under Pattern Recognition.)
The next steps are to solidify some of the human - toy universe interactions and then continue forth on with the integration of Noumena Cognitive Engine.
Saturday, November 10, 2007
Architectures for Intelligence
Touching on a number of systems that embody topics such as rational analysis, systems that target specific AI issues to an excellent discussion of goal reconstruction. The article on goal reconstruction compliments some of the central ideologies of the Noumena Cognitive Engine, by providing discussions on combining situated actions and planned actions. There is now a definitive module inside Noumena that specifically deals/attempts to recognize and reconstruct goals that may have been interrupted or even disassociated.
The overall structure of the book is excellent because either intentionally or inadvertently a lot of the papers feed off of each other.
Other gems include a paper on self-improving systems and my favorite, "The Place of Cognitive Architectures in Rational Analysis", by John Anderson. That article has true gems (both by Anderson and referenced works) - worth the price of admission.
The Research Continues....
Some of the books that I've been (as of late) working through include:
Artificial Consciousness, Chella
Consciousness: Natural and Artificial, Culbertson
Commonsense Reasoning, Mueller
Daydreaming,Mueller
Cognitive Carpentry, Pollock
How to Build a Person, Pollock
The Connection Machine, Hillis
Causality, Pearl
A Cognitive Theory of Consciousness, Barr
In the Theatre of Consciousness, Barr
The Philosophy of Artifical Life, Boden
Introduction to Artifical Life, Adami
Cybernetic Machines, Nemes
Cognitive Engineering
The Web of Life, Capra
Nomic Probability, Pollock
How Can the Mind Occur in the Physical Universe, Anderson
Rules of the Mind, Anderson
Atomic Components of Thought, Anderson
Exploring Complexity, Nicolis
Some more so than others, for example the Anderson books are great - not only because they've to some degree been implemented but because they provide the broadest spectrum of understanding - from a theoretical exposition to an implementation.
Tuesday, October 02, 2007
The NoumenaMind Cognitive Engine : Theoretical Entities.
One of the issues that I've been working through as of late has been, how do I internally model hypothetical entities, situations, events, relationships in regards to a designated spatio-temporal assignment?
What this really amounts to is that I want the NoumenaCognitive Engine to think and reason without initiating an action. This is normally not seen in games - but I'm not trying to implement the status-quo here!
What does Noumena need to do?
Noumena needs to contemplate certain actions via it's own internal belief system. What this contemplation allows for is the ability for Noumena to form it's own internal belief structure (which in turn obviously influences it's eventual actions - potentially heavily) which are based upon it's internal model of the world. This world is built from not only Noumena's raw sensory input, but also the impact that the Noumena-CE perceives it's impact has on/in the environment.
The Noumena system is predicated on the concept of an entity. An entity is basically an atomic element in the world. There are properties associated with an entity, such as red, or dead - the properties themselves, depending on it's complexity may also be entities. It just really depends on the properties complexity.
Entities can be associated through different types of links such as a temporal link for an association that occurs in concert between two entities OR a temporal link signifying that two or more entities have never occurred together.
After some digging, I've settled on the concept of a "Theoretical Entity." The first time I actually read about "theoretical" aspects of cognition was in John Pollock's books, How to Build a Person and Cognitive Carpentry. Both are excellent philosophical books with a dose of AI. I'm sure theoretical entities are addressed in a lot of philosophical books.
A theoretical entity is created when the engine wants to internally structure something that is not necessarily grounded. This allows for the NoumenaCE to create a RED-TANK-THAT FLIES, when all it really knows about is that a tank is a grounded entity, that moves around the terrain and munches soldiers. What's great about theoretical entities is that Noumena can build these internally and if they are ever encountered in the world - either through direct contact or inferred, it can perform a structural promotion from the theoretical entity to a grounded entity. The promotional stage not only deals with the theoretical entity but also any potential associations that the entity has through links to other theoretical entities. These associated entities (either theoretical or grounded) may or may not be promoted along, but their links are maintained and as such may either be degraded or reinforced as applicable over time. Which may lead to the eventual promotion or demotion of an associated entity or property.
Saturday, September 08, 2007
A Multi-Platform Threading Engine
If you have any feedback on the system please email it to me and if you want read about it in-depth, then buy a copy of Game Programming Gems Volume 7. I have an article detailing it's general architecture as well a bunch of general threading techniques.
The GLRThreading Engine will be used inside the GLR Cognitive Engine, as many of the internal systems require the ability to execute in parallel ( group promotion management, link management, memory migration, etc..).
Mike
Wednesday, September 05, 2007
Currently Reading: Pitfalls of OO Development
Is there any one particular part that stands out? Not really, it just coalesces as a nice book on object oriented development.
The managerial side of me really likes part 3, which covers mid project corrections. Some really basic, but nonetheless, down to earth advice.
Since the book came out awhile ago, you can pick it up on the cheap and is highly recommended.
Mike
Wednesday, August 29, 2007
The Foundational Efforts of the NoumenaMind Engine
Bibliography
The bibliography is one of the most important chapters of any book, to me. Here you will find books that not only shaped and guided my work, but also served as direct (as noted in the book) and indirect inspiration. If you read the “Shaping of GLR” inconjunction with having this chapter open – you can gain great insight into the thought processes and the gedanken experiments that went into the underlying cognitive mechanisms. These books are part of my personal library.
Books
Advances in AGI, Goertzel
AGI,Goertzel
Piagets Theory of Cognitive Development, Wadsworth
Rigid Flexbility, Wang
Piagets Theory of Intellectual Development, Ginsburg
The Mathematics of Games of Strategy, Dresher
The Compleat Strategyst, Williams
Leviathan, Hobbes
Artificial Minds, Franklin
What is Thought, Baum
Lifes Solution, Morris
Synaptic Self, Ledoux
Semantic Cognition, Rogers
Dreams of Reason, Pagels
The Theory of Evolution, Maynard Smith
Evolutionary Computation 3rd, Fogel
Computational Intelligence, Fogel
Applied Evolutionary Algorithms, Hercock
Introduction to Aritificla Intelligence, Jackson
Principles of Aritifical Intelligence, Nilsson
Simple Minds, Lloyd
The Causes of Evolution, Haldane
Mind Design II, Haugeland
Neural Darwinism, Edelman
A Universe of Consciousness, Edelman
The Remembered Present, Edelman,
Darwin, Eldridge
Society of Mind, Minsky
Emotional Machine, Minsky
Mapping the Mind, Carter
The Hidden Pattern, Goertzel
Growing Artificial Societies, Epstein
The Emotional Brain, Ledoux
Evolutionary Computation: The Fossil Record, Fogel
DNA, Watson
On Evolution, Glick
Wider Then the Sky, Edelman
Second Nature, Edelman
Bright Air, Brilliant Fire, Edelman
Mathematica, Wolfram
Adaptation and Natural Selection, Williams
The Engine of Reason and the Seat of the Soul, Churchland
Evolutionary Dynamics, Nowak
How we Think, Dewey
The Concept of the Mind, Ryle
Introduction to Objectivist Epistemology, Rand
BrainChildren, Dennet
The Mystery of Consciousness, Searle
Cellular Automata, Gutowitz
Cellular Automata, Toffoli
Computer Virus, Artificial Life and Evolution, Ludwig
Induction, Holland
Artifical Life, Levy
New Constructions in Cellular Automata, Griffearth
The Minds I, Hofstadler
Complexity, Lewin
The Fractal Geometry of Nature, Mandelbrot
How the Mind Works, Pinker
At Home in the Universe, Kauffman
Investigations, Kauffman
Chaos, Gleick
Creation, Grand
Complexity, Waldrop
The Analogical Mind, Gentner
An Introduction to Generic Algorithms, Mitchell
The Way We Think, Fauconnier
Mappings in Thought and Languages, Fauconnier
Mental Spaces, Fauconnier
Self Organization in Biological Systems, Carmazine
Growing up with Lucy, Grand
Hidden Order, Holland
Self-Organized Criticality, Jensen
The Blue and Brown Book, Wittgenstein
The Origins of Order, Kauffman
Adapation in Natural and Artifical Systems, Holland
The Mechanical Mind, Crane
Evolutionary Computing, Fogel
On Intelligence, Hawkins
Artificial Intelligence, Norvig
Cellular Automata and Complexity, Wolfram
Games of Life, Sigmund
The Garden in the Machine, Emmeche
Signs of Life, Sole
Blondie24, Fogel
Philosophical Investigations, Wittgenstein
Conceptual Spaces,Gardenfors
Tractatus Logico-Philosophicus, Wittgenstein
The Recursive Universe, Poundstone
Neurophilosophy, Churchland
The Armchair Universe, Dewdney
Chaos Theory Tamed, Williams
Gregor Mendel, Mawer
In Search of Memory, Kandel
An Essay Concerning Human Understanding, Locke
The Emperor'sNew Mind, Penrose
The Road to Reality, Penrose
Shadows of the Mind, Penrose
Metamagical Themas, Hofstadter
Godel, Escher, Bach , Hofstadter
Fluid Concepts, Hofstadter
The TinkerToy Computer, Dewdney
A New Kinds of Science,Wolfram
Analogy Making as Perception, Mitchell
Genesis Redux, Rietman
Creating Artifical Life, Rietman
Exploring the Geometry of Nature, Rietman
Topobiology, Edelman
Mind Tools, Rucker
Introduction To Logic, Kant
Critique of Practical Reason, Kant
Critique of Pure Reason, Kant
Critique of Judgement, Kant
Metaphysic of Morals, Kant
Ancestors Tale, Dawkins
The Blind Watchmaker, Dawkins
The Selfish Gene, Dawkins
Darwin's Dangerous Idea, Dennett
Recollections of My Life, Cajal
Perfect Symmetry, Pagel
The Fabric of the Cosmos, Greene
Elegant Universe, Greene
The Cosmic Code, Pagel
Key Philosophical Writings,Descartes
Minds, Brains and Science, Searle
Advice for a Young Investigator, Cajal
The Autobiography of Charles Darwin, Darwin
The Lifebox, the SeaShell and the Soul, Rucker
Nerve Endings, Rapport
Sparse Distributed Memory, Kanerva
Computers and Thought, Feigenbaum
Pattern Classification 2nd ed, Duda
Treatise of Human Nature, Hume
I am a Strange Loop, Hofstadter
Perceptrons, Minsky
The Intentional Stance, Dennett
Brainstorms, Dennett
Freedom Evolves, Dennett
Consciousness Explained, Dennett
Daniel Dennett Essays, Brook
Elbow Room, Dennett
Modularity of Mind, Fodor
Unified Theories of Cognition, Newell
The Genius Engine, Stein
The Evolving Brain, Steen
The Architecture of Cognition, Anderson
NeuroComputing 1, Anderson, et al
NeuroComputing 2, Anderson, et. al
The Design of Brain, Ashby
Introduction to Cybernetics, Ashby
Living Control Systems 1, Powers
Living Control Systems 2, Powers
Behavior: The Control of Perception, Powers
Artificial General Intelligence, Goertzel
The Evolution of Cooperation, Axelrod
The Structure of Evolutionary Theory, Gould
The Essential Gould, Gould
Physiological Psychology, Milner
The Neurological Basis of Motivation, Milner
Cognitive Processes and the Brain: An Enduring Problem in Psychology, Milner
Metaphors We Live By, Lakoff
Women, Fire, and Dangerous Things, Lakoff
The Autonomous Brain: A Neural Theory of Attention and Learning, Milner
The Organization of Behavior: A Neuropsychological Theory, Hebb
Psychology: The Briefer Course, James
The Fourth Dimension, Hilton
Essay on Mind, Hebb
Programming the Universe, Lloyd
The Intelligent Universe, Gardner
A User's Guide to the Brain, Ratey
An Alchemy of Mind, Ackerman
Beyond AI, Hall
The Artilect War, DeGaris
Parallel Distributed Processing, Volume 1, McClelland
Parallel Distributed Processing, Volume 2 , Rumelhart
Monday, August 27, 2007
Sunday, August 14, 2005
Quantified Judgement Model
This system is also plug and play - which means you do NOT have to use all the variables; you just have to be consistent from one force to the next.
Believe it or not - after playing the majority of turn based strategy games and rts's over the last 2 decades, a lot of computer games programmer use a model like this whether they know it or not.
-Mike
Saturday, June 25, 2005
Military Thought, Hex Games and Fun Krieg!
Books I've just picked up and are using for my current research:
1.) Connection Games.
2.) Hex Strategy.
Books I've been reading lately include:
1.) Numbers, Predictions and War.
2.) Attrition.
3.) Supply War.
4.) Understanding War.
5.) Grenadier.
Recently finished:
1.) On Clausewitz.
2.) Masters of War: Classical Strategic Thought.
I'm a student of military thought and a lot of my games research involves digesting material from books such as : A History of Military Thought (Gat), Anything with Clausewitz in the title (On War, Masters of War, Understanding War, Clausewitz and modern strategy, On Clauswitz is exceptionally good and Clausewitz and the State.)
Friday, November 26, 2004
On Intelligence and the potential relevance on AI programming.
On Intelligence Link
More to come.


