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	<title>Arthur Carroll</title>
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	<link>http://gameintelligencegroup.org/carroll</link>
	<description>Just another Game Intelligence Group weblog</description>
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		<title>Braitenberg Vehicles</title>
		<link>http://gameintelligencegroup.org/carroll/2009/11/16/hello-world/</link>
		<comments>http://gameintelligencegroup.org/carroll/2009/11/16/hello-world/#comments</comments>
		<pubDate>Mon, 16 Nov 2009 19:18:06 +0000</pubDate>
		<dc:creator>Dr. Youngblood</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[Braitenberg Simulator Functionality as of 2/8/2010:

Loads basic environment and agents.
Software has two modes, manual and simulation.


Agent is functional as manually coded “love light” 	vehicle in simulation mode.
Agent can be moved  manually in manual mode.


Created top down RTS camera. Allows user to control mouse 	while simulation is running and is more intuitive than the Maya [...]]]></description>
			<content:encoded><![CDATA[<p id="top" /><!-- 		@page { margin: 0.79in } 		P { margin-bottom: 0.08in } -->Braitenberg Simulator Functionality as of 2/8/2010:</p>
<ul>
<li>Loads basic environment and agents.</li>
<li>Software has two modes, manual and simulation.</li>
</ul>
<ul>
<li>Agent is functional as manually coded “love light” 	vehicle in simulation mode.</li>
<li>Agent can be moved  manually in manual mode.</li>
</ul>
<ul>
<li>Created top down RTS camera. Allows user to control mouse 	while simulation is running and is more intuitive than the Maya or 	FPS cam for this sort of simulation. Makes debugging much quicker.</li>
</ul>
<p>Braitenberg Simulator TODO as of 2/8/2010:</p>
<ul>
<li>The physics equations governing the movement of the vehicles 	must be re-evaluated. The turn angle vs. velocity greatly affects 	the behavior of the agent. Using the appropriate moment equations 	the vehicle circles the first stimuli it encounters in an infinite 	loop. A completely faithful physics based simulation may not be the 	best approach to either maximize speed or achieve the desired 	functionality.</li>
</ul>
<ul>
<li>The XML file loader is the next major hurdle. I must first 	however re-design the vehicle layout screen and format of the XML 	file. The placement of sensors and motors must based on the L and W 	of the mesh associated with the vehicle. This has proved to be 	harder than originally anticipated without the agent looking ridiculous.</li>
<li>Need to add a simple interface to Irrlicht to allow the user 	to load and save simulation environments. Two or three buttons and a file chooser.</li>
<li>Add further layer of separation between BV logic and 	Irrlicht.</li>
</ul>
<p>Braitenberg Creator Functionality as of 2/8/2010:</p>
<ul>
<li>Vehicle: The user can place sensors, motors, actuators, and 	load and save vehicle files.</li>
<li>Environment: The user can place obstacles, vehicles, stimuli, 	and load and save environment files.</li>
</ul>
<p>Braitenberg Creator TODO as of 2/8/2010:</p>
<ul>
<li>Create sensor tab.
<ul>
<li>Add support for custom sensor ranges and input types.</li>
</ul>
</li>
<li>Create actuator tab.
<ul>
<li>Add support for custom actuator types. Allow user to specify 		force vector.</li>
</ul>
</li>
<li>Create connector tab.
<ul>
<li>Allow user to input equations which govern connectors 		transfer function.</li>
</ul>
</li>
<li>Create node tab.
<ul>
<li>Add support for gates and other neurons, basic NN 		functionality.</li>
</ul>
</li>
<li>Add new functional tabs to create vehicle tab.
<ul>
<li>Tie all new tabs  back into original vehicle creator.</li>
</ul>
</li>
</ul>
<p>General TODO as of 2/8/2010:</p>
<ul>
<li>Due to the experimental nature of the project and my lack of 	experience with the API&#8217;s the code has become messy and hard to maintain. 	After the items listed above are functional I will have to re-design 	the entire solution.</li>
</ul>
<ul></ul>
<p style="margin-bottom: 0in">
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