3 ms·
no, i'm not a student. presentations and papers like this are what i'm referring to: https://skatgame.net/mburo/icaps2010-pg/ICAPS-PG.2010.1.bartheye.pdf http
by jnazario 14y ago
no, i'm not a student.
presentations and papers like this are what i'm referring to:
https://skatgame.net/mburo/icaps2010-pg/ICAPS-PG.2010.1.bartheye.pdf https://skatgame.net/mburo/icaps2010-pg/ICAPS-PG.2010.1.bart...
http://www.plg.inf.uc3m.es/icaps-pg2007/papers/Symbolic%20Exploration%20for%20Generalized%20Game%20Playing%20in%20PDDL.pdf http://www.plg.inf.uc3m.es/icaps-pg2007/papers/Symbolic%20Ex...
http://www.slideshare.net/StavrosVassos/the-simplefps-planning-domain-a-pddl-benchmark-for-proactive-npcs http://www.slideshare.net/StavrosVassos/the-simplefps-planni...
http://abotea.rsise.anu.edu.au/data/offline-htn-planning.pdf http://abotea.rsise.anu.edu.au/data/offline-htn-planning.pdf
http://www.guerrilla-games.com/presentations/VUA07_Verweij_Hierarchically-Layered-MP-Bot_System.pdf http://www.guerrilla-games.com/presentations/VUA07_Verweij_H...
etc etc etc. turns out a lot of these ideas people thought were failures are getting a new lease on life in games, and they're working pretty well.
curious what classic AI algorithms you think are failing. from where i sit i'm seeing them get a new lease on life. maybe it's just the natural cycle of things: they get hot and invested in, they then fail to live up to their assumed potential, they fall out of favor for a while, and when everyone who was familiar with them - and their shortcomings - is gone a new generation finds it again and starts the cycle over.