Hello everybody, today I presented my project idea for my innovation module. I’ll use answer set programming paradigm, with the ACTHEX extension, in order to procedural generate game levels. I think that the topic is quite exciting! If you are inteterested as well, here are some links:
Procedural Content Generation Wiki
Hello folks, I have made this slide for my AI for Games course. I hope you find the topics interesting.
During this summer I participated with my university in the AIBirds competition. The competition focuses on building a bot for Angry Birds game and make it play a certain amount of levels. A brief description of our bot is available here. Our agent is based on logic programming, using the Answer Set Programming paradigm. I’m going to make another post with detailed information of our work soon.
For my latest presentation in a seminar in AI, I covered Hierarchical Task Networks and their application in a real-time environment such as videogames.
Slides are organized in two main parts : HTNs (based on Erol scientific paper) and HTNs in videogames, bringing Killzone 2 example (just an overview). I also put something concerning how HTNs, and planning in general, can be optimized in a dynamic context like videogames.
Cryptarithmetic Puzzle Solver
Click on the title for a cryptarithmetic puzzle solver implemented (mostly) in logic programming. These cryptarithmetic puzzle can be viewed and solved as CSP (constraint satisfaction problem).
Maybe you don’t know that “F.E.A.R.” SDK is available on the net. Among the other stuff, it is interesting to see how Monolith implemented the Ai using STRIPS planner.