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<H1>Re: Ho hum (clarifiyign AI terms)</H1>
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<LI><em>To</em>: Mud Dev Mailing List &lt;<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>&gt;</LI>
<LI><em>Subject</em>: Re: Ho hum (clarifiyign AI terms)</LI>
<LI><em>From</em>: Jeff Kesselman &lt;<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>&gt;</LI>
<LI><em>Date</em>: Sat, 12 Apr 1997 15:11:19 -0700</LI>
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<PRE>
Artificial life is a buzz word, but usually it used to refer to genetic
algorithym based "critters".  Im not sure Nerual Nets qualify.

Thsi is a key area of interest of mien, actually. Ive designed an
parameterized evovlign monster for my current projects (DSO II) and have a
ratehr comlicated shop-keeper algortihym that uses a Neural net to encode
and 'remember' oast interractions with paramterized characters (sex, age,
race, clothing, etc...) and thus develop biases towards/against variosu
parameters.

JK

At 07:10 PM 4/12/97 +0100, you wrote:
&gt;Check out Chris Crawford's Erasmatazz engine:
&gt;
&gt;<A  HREF="http://www.erasmatazz.com">http://www.erasmatazz.com</A>
&gt;
&gt;It's an 'interactive fiction' engine.  It's a mud without players, the
&gt;user defines the characters and sets up the props (a toy really but
&gt;then, I dislike the guy so I'm biased). The reason I point it out is
&gt;because of the characters, they're effectively artificial life agent (at
&gt;this point, I'm guessing): mini artificial neural nets and such like.
&gt;Patent pending though  (I think it should be invalidated coz I remember
&gt;seeing a listing for a type-in listing which had something similar (C64)).
&gt;
&gt;Um, oh, I forgot to point out in my introduction:  I'm 20 (for the next
&gt;month anyway), programmed trivial things for 10+ years but otherwise I've
&gt;never had an ounce of training, studying Elect Eng, computer related
&gt;interests include artificial life (before the release of Creatures) and
&gt;game design (esp strategy games).  Tekkie by day and clubber or mud addict
&gt;by night.
&gt;
&gt;Nathan:  How on earth does your intepreter conducts the risk assessment?
&gt;Eg:
&gt;&gt; shoot rifle at tank
&gt;You sure?
&gt;&gt; yes
&gt;You die but luckily it wasn't painful coz that one had the latest
&gt;vapouriser thingibob (manufactured by Grestel).
&gt;etc
&gt;
&gt;
&gt;Nathan again:  Back to room coding, have you considered lighting effects 
&gt;in your 3D environment?  If I shone a torch at a wall, it would illuminate
&gt;just the wall in the room.  If the wall was the side of a spacecraft, it
&gt;would illuminate just the local area.  If I poked the torch at a window,
&gt;the insiders see a torch shining through and I could see inside.  If I
&gt;shone a floodlight, the insiders get blinded... (which is why YOU should
&gt;buy flare protection for your cybereyes!)
&gt;
&gt;Can someone retrieve the old threads on skills?  I'll be quite interested
&gt;in reading through some of the old stuff.  Just thought I'd bring the
&gt;topic of game design back into the mailing list and pollute the optic
&gt;fibres with my presence whilst I'm at it.
&gt;
&gt;  |				"With my naked eyes I saw the falling"
&gt;_O_O_  Ling - Freshwater fish	 rain coming down on."
&gt;
&gt;


</PRE>

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00127" HREF="msg00127.html">Who is Steward and what can he do for me?</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 14 Apr 1997, 10:29 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00134" HREF="msg00134.html">Re: Who is Steward and what can he do for me?</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 15 Apr 1997, 00:29 GMT
</LI>
<LI><strong><A NAME="00167" HREF="msg00167.html">Re: Who is Steward and what can he do for me?</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 21 Apr 1997, 04:03 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00126" HREF="msg00126.html">Risk Assessment -- was (Re: Ho hum)</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 14 Apr 1997, 08:10 GMT
<LI><strong><A NAME="00110" HREF="msg00110.html">Re: Ho hum (clarifiyign AI terms)</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 13 Apr 1997, 05:02 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00112" HREF="msg00112.html">Re: Ho hum (clarifiyign AI terms)</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</a>, Sun 13 Apr 1997, 08:00 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00108" HREF="msg00108.html">Ho hum</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</a>, Sun 13 Apr 1997, 01:10 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00113" HREF="msg00113.html">Re: Ho hum</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sun 13 Apr 1997, 09:25 GMT
</LI>
<LI><strong><A NAME="00115" HREF="msg00115.html">Re: Ho hum</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 13 Apr 1997, 11:45 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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