Artificial Stupidity Series In Which Distractions Are Revealed To Sometimes Be A Good Thing
I’m been hard at work on Artificial Intelligence.
Where Have You Been!?
It’s been a while since my last blog post, sorry about that. I was aiming to get a page up on Steam Greenlight at the end of last month - I decided that I would keep my head down, work extra super hard and then come back with an announcement of my Greenlight page. That didn’t happen because the UI system that Heist uses released a new version which I upgraded to and instantly discovered a major bug in. Rather than wasting my time working around the bug I’ve been working on other stuff until the bug is fixed (soon, according to their support). I have to admit I think this whole thing has worked out rather well - the UI work was really dragging me down and the change to something else has been very refreshing.
As you may have guessed from the title, the something else I have been working on is Artificial Intelligence. I first played around with this topic ages ago but I didn’t make any great progress on the AI itself - I was improving the various supporting systems required for AI when RSI put me out of commission for a month. By the time I got back into action I decided to work on other, simpler, tasks to catch up to my timetable a little.
As seems to be becoming tradition on this blog every time I start a significant new phase of development I’m going to do a series of blog posts on Artificial Intelligence for games. Here are all the posts in the series (this will update itself as more are added, so keep checking):
- 27 Gigawatts Of Cake
- Trees Are Well Behaved
- Finite State Machines (are Boring)
- Artificial Stupidity Series
blog comments powered by Disqus