behavior
behavioral animation
- 'intelligent' agents– actors have own [simplified] version of world
- simple sets of rules often result in interesting behavior patterns when multiple actors are put in the same environment [»]
steering behaviors
- craig reynolds [»]
- examples:
- updating position (box chaser): box chases cursor [»]
- updating direction (cone chaser): cone chases cursor [»]
- instancing multiple actors: cones chase cursor [»]
- static obstacle avoidance: box goes to goal [»]
- dynamic avoidance: boxes go to center, avoid each other [»]
- dynamic avoidance (w/Turn Limits): cones attracted to center, avoid each other [»]
- breaking stable states (sharks): same as previous, but with random speeds/turns [»]
- basic herding/flocking/schooling: cones chase cursor [»]
- dynamic actor state (playing tag): red is "it", no tap backs [»]
FSM
- Finite State Machines: modeling operational states in readily visual way that translates well to code [»]
- simple ingredients:
- states
- input events
- output events
- examples:
- runner gets tired, rests, runs [»]
- soda machine [»]
AI
- Artificial Intelligence: 'thinking-like' features
- AI paradox– implemented AI is no longer AI
- common tasks
AL / GA / GP
- Artificial Life / Genetic Algorithms / Genetic Programming: recreating biological phenomena, evolution
- intro to genetic algorithms [»]
- examples:
links
- vrml proto library [»]
- game AI [»]
- AI links [»]
- art experiments in artificial life [»]