Browse by Tags

All Tags » Artificial Intelligence » Terrarium (RSS)

"Ontology" A great word, with a cryptic meaning that indemnifies the role of AI researcher.

I keep seeing this word, ontology, pop up when I'm doing research on some new artificial intelligence concepts. Most of the time it comes out of refined university types that revert to using a kind of niche lingo that allows them to talk about things...

Implementing AI wars where code is the primary asset. (focus on Terrarium)

The one thing I've taken away from the .NET Terrarium in terms of AI development is that players value their code over everything else. Protecting code from being viewed by other users is extremely difficult and hard to implement. After all, the focus...

Terrarium: Cheap Shots!

Cheap shots are attacks made by a Herbivore or Carnivore that can't be returned. They are a shortened melee that allows the attacking party to take advantage of game rules in order to gain an attacking advantage. Unfortunately we allowed a startling number...

Terrarium: Did we do the right thing with the creature event model?

History Why did we use the eventing model? Well, because it made sense that creatures only needed to spend processing time on things they were curious about. It seemed like it might make things easier because a basic creature could hook only one event...

Terrarium and the upcoming source release. Looking forward to the latest server changes?

Users of the Terrarium client application are going to love the latest changes. Lots of extra eye candy (go check out Mitch Walker's blog for some screenies), a bunch of code fixes, AND the full source code. However, I think the server guys are getting...

Terrarium: Processing events, controlling your creature, and common pitfalls.

Figuring out which events you are going to need for your creature to process can be very difficult within the Terrarium, especially for new users overwhelmed by the idea of having to optionally handle up to 10 events. Some creature authors don't even...

Terrarium: How do we punish creatures that take too much time?

Okay, so Darren Neimke thinks this deserves a blog entry and I think he is probably correct. The method for punishing creatures that take up too much time really isn't understood and the methods are actually somewhat complicated, so they deserve to be...

Taking a closer look at the power provided in stack based finite-state machines.

Abstract: I've blogged before on the various types of finite-state machines you could possibly use in the Terrarium, but I didn't really go into any depth on how you might take advantage of them. So I'm going to take this opportunity to talk about stack...

Using Finite State Machines (FSMs) in the Terrarium

The .NET Terrarium is a great place for AI developers to exercise their muscles. While most of the more predominant creatures in the Terrarium were hand-coded from scratch and slowly refined over many months, there does exist the option of modeling your...

Terrarium: A path-finding dream/nightmare...

Path-finding in the Terrarium is a classic David versus Goliath problem. While the groundwork for enabling path-finding experimentation in 2D was always there, some of the implementation details tended to make it hard for people to try out new ideas....
More Posts Next page »