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<channel>
	<title>Fritz Heckel &#187; Weekly Update</title>
	<atom:link href="http://gameintelligencegroup.org/heckel/category/weekly-update/feed/" rel="self" type="application/rss+xml" />
	<link>http://gameintelligencegroup.org/heckel</link>
	<description>Just another Game Intelligence Group weblog</description>
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			<item>
		<title>Week 18 Status</title>
		<link>http://gameintelligencegroup.org/heckel/2009/05/04/week-18-status/</link>
		<comments>http://gameintelligencegroup.org/heckel/2009/05/04/week-18-status/#comments</comments>
		<pubDate>Mon, 04 May 2009 14:47:58 +0000</pubDate>
		<dc:creator>heckel</dc:creator>
				<category><![CDATA[Weekly Update]]></category>

		<guid isPermaLink="false">http://chaos.uncc.edu/GameIntelligenceGroup/heckel/?p=188</guid>
		<description><![CDATA[

Scientific:
Accomplishments:

Mark Overmars&#8217; question about updates which increase the strength of influence points made a good point; the quick answer is that if you can put an upper limit on the expected strength of the point at insertion, we can maintain constant time updates, though sometimes regions will then have points with no strength in the [...]]]></description>
			<content:encoded><![CDATA[<p id="top" />
<div class="post-entry">
<p><strong>Scientific:</strong></p>
<p><em>Accomplishments:</em></p>
<ul>
<li>Mark Overmars&#8217; question about updates which <em>increase</em> the strength of influence points made a good point; the quick answer is that if you can put an upper limit on the expected strength of the point at insertion, we can maintain constant time updates, though sometimes regions will then have points with no strength in the local area.</li>
</ul>
<p><em>Challenges:</em></p>
<ul>
<li>There&#8217;s a question as to whether PRMs are a good choice for local navigation, so need to investigate some</li>
<li>For next influence points paper, or possible journal version, need to come up with 2 or 3 different concrete scenarios for using them, as some people were confused  as to whether they would work in particular instances</li>
<li>Hierarchical influence points and splitting/joining of influence points needs to be dealt with.</li>
</ul>
<p><strong>Engineering</strong>:</p>
<p><em>Accomplishments:</em></p>
<ul>
<li>AgentCore has some basics in, in that it will load up a list of agents from files and run them for a bit. There is no percept update, though effectors are generated.</li>
<li>AgentController is complete</li>
<li>Subsumption for ActionModel is to spec, mostly, though there may be minor issues with scoping</li>
<li>Loading agents from xml works</li>
<li>gotobehavior, alwaystrigger are complete</li>
<li>query file generation is mostly complete, though it doesn&#8217;t deal with ranges and enumerated options just yet</li>
<li>ThreadManager/WorkerManager works</li>
<li>A lot of behaviors/triggers added to Mantis</li>
<li>Created a model for BehaviorShop, and code to load an existing agent from XML</li>
<li>Wrote the code for BehaviorShop to load query files from XML</li>
</ul>
<p><em>Problems:</em></p>
<ul>
<li>Lots of behaviors and triggers to build</li>
<li>Need communication still, but giving a little more time before I implement my solution</li>
</ul>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Week 9 Status</title>
		<link>http://gameintelligencegroup.org/heckel/2009/03/03/week-9-status/</link>
		<comments>http://gameintelligencegroup.org/heckel/2009/03/03/week-9-status/#comments</comments>
		<pubDate>Tue, 03 Mar 2009 15:04:30 +0000</pubDate>
		<dc:creator>heckel</dc:creator>
				<category><![CDATA[Weekly Update]]></category>

		<guid isPermaLink="false">http://chaos.uncc.edu/GameIntelligenceGroup/heckel/?p=165</guid>
		<description><![CDATA[Scientific:
Accomplishments:

&#8230;

Challenges:

Need to design!

Engineering:
Accomplishments:

Added approaching information to agent percepts, so it can now be used in triggers
Added speed of approach information to agent percepts; the accuracy is a bit bad, and I think this is related to the threading issues. Timestamps on the data coming out of FI3RST would probably also help.

Problems:

I can try to make [...]]]></description>
			<content:encoded><![CDATA[<p id="top" /><strong>Scientific:</strong></p>
<p><em>Accomplishments:</em></p>
<ul>
<li>&#8230;</li>
</ul>
<p><em>Challenges:</em></p>
<ul>
<li>Need to design!</li>
</ul>
<p><strong>Engineering</strong>:</p>
<p><em>Accomplishments:</em></p>
<ul>
<li>Added approaching information to agent percepts, so it can now be used in triggers</li>
<li>Added speed of approach information to agent percepts; the accuracy is a bit bad, and I think this is related to the threading issues. Timestamps on the data coming out of FI3RST would probably also help.</li>
</ul>
<p><em>Problems:</em></p>
<ul>
<li>I can try to make everything episodic; I have a couple of ideas to try out. I&#8217;m guessing something simply time-based will work. PerceptManager can calculate these.</li>
<li>Agree with Dr. Y that we should probably go ahead and start using UDP for communication. Can try and add this to the python version now, or we can integrate it in 1.0. I&#8217;m concerned that we really just need to get working on 1.0 at this point.</li>
</ul>
<p>I really think we should start work on 1.0, at least for BEHAVE. There are issues to address still, but I think we have to start work on the new version if we&#8217;re going to have it done or mostly done before GDC.</p>
]]></content:encoded>
			<wfw:commentRss>http://gameintelligencegroup.org/heckel/2009/03/03/week-9-status/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Week 7 Status</title>
		<link>http://gameintelligencegroup.org/heckel/2009/02/16/week-7-status/</link>
		<comments>http://gameintelligencegroup.org/heckel/2009/02/16/week-7-status/#comments</comments>
		<pubDate>Mon, 16 Feb 2009 16:19:44 +0000</pubDate>
		<dc:creator>heckel</dc:creator>
				<category><![CDATA[Weekly Update]]></category>

		<guid isPermaLink="false">http://chaos.uncc.edu/GameIntelligenceGroup/heckel/?p=120</guid>
		<description><![CDATA[Scientific:
Accomplishments:

&#8230;

Challenges:

&#8230;

Engineering:
Accomplishments:

Integrated other people&#8217;s models
Integrated other people&#8217;s code
Cleaned up other people&#8217;s models
Cleaned up other people&#8217;s code

Problems:

Decomp still sucks, but at least we don&#8217;t walk off the world
Animations are there, they might be working. looped animations weren&#8217;t working yesterday, but Keith thinks he has them fixed now.
Finally started testing the astar pathing, but the gateway path code [...]]]></description>
			<content:encoded><![CDATA[<p id="top" /><strong>Scientific:</strong></p>
<p><em>Accomplishments:</em></p>
<ul>
<li>&#8230;</li>
</ul>
<p><em>Challenges:</em></p>
<ul>
<li>&#8230;</li>
</ul>
<p><strong>Engineering</strong>:</p>
<p><em>Accomplishments:</em></p>
<ul>
<li>Integrated other people&#8217;s models</li>
<li>Integrated other people&#8217;s code</li>
<li>Cleaned up other people&#8217;s models</li>
<li>Cleaned up other people&#8217;s code</li>
</ul>
<p><em>Problems:</em></p>
<ul>
<li>Decomp still sucks, but at least we don&#8217;t walk off the world</li>
<li>Animations are there, they might be working. looped animations weren&#8217;t working yesterday, but Keith thinks he has them fixed now.</li>
<li>Finally started testing the astar pathing, but the gateway path code from Hunter is busted. Looks like the A* is correct. This is needed since the walkable building is a u-shaped obstacle</li>
<li>Colors in the marker system don&#8217;t work. Not even sure which version of the marker code to use</li>
<li>I&#8217;m sure there are other problems in BEHAVE that I haven&#8217;t gotten to test yet.</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://gameintelligencegroup.org/heckel/2009/02/16/week-7-status/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Week 6 Status</title>
		<link>http://gameintelligencegroup.org/heckel/2009/02/11/week-6-status/</link>
		<comments>http://gameintelligencegroup.org/heckel/2009/02/11/week-6-status/#comments</comments>
		<pubDate>Wed, 11 Feb 2009 14:59:40 +0000</pubDate>
		<dc:creator>heckel</dc:creator>
				<category><![CDATA[Weekly Update]]></category>

		<guid isPermaLink="false">http://chaos.uncc.edu/GameIntelligenceGroup/heckel/?p=115</guid>
		<description><![CDATA[Scientific:
Accomplishments:

A lot of the basic ideas such as behavior parameters work

Challenges:

It&#8217;s hard to sense things like &#8220;suspicious&#8221; or &#8220;scared&#8221;. The temporary hack is to make these behavior parameters, and provide agents with limited ability to sense a few behavior paramaters, but this needs some thought
Sometimes you just need inventory and other basic game-ish things. We&#8217;re [...]]]></description>
			<content:encoded><![CDATA[<p id="top" /><strong>Scientific:</strong></p>
<p><em>Accomplishments:</em></p>
<ul>
<li>A lot of the basic ideas such as behavior parameters work</li>
</ul>
<p><em>Challenges:</em></p>
<ul>
<li>It&#8217;s hard to sense things like &#8220;suspicious&#8221; or &#8220;scared&#8221;. The temporary hack is to make these behavior parameters, and provide agents with limited ability to sense a few behavior paramaters, but this needs some thought</li>
<li>Sometimes you just need inventory and other basic game-ish things. We&#8217;re going to have to add in some basic features to the agents</li>
<li>Desperately need to start using additional tabs in BehaviorShop. We&#8217;re putting stuff into the main tab which belongs under dialog, and other such things. I also suspect that we need to add some study infrastructure for behavior shop.</li>
</ul>
<p><strong>Engineering</strong>:</p>
<p><em>Accomplishments:</em></p>
<ul>
<li>Multiple triggers definitely work</li>
<li>The behavior parameters definitely work.</li>
<li>Agent parameters, reflecting &#8220;opinions&#8221; and relationships with other agents, appear to be working</li>
<li>We have some decent reference agents, though they&#8217;re not all complete</li>
</ul>
<p><em>Problems:</em></p>
<ul>
<li>Need animation integration</li>
<li>Need fixed up decomps</li>
<li>C++ rewrite still on hold</li>
</ul>
<p><strong>Papers</strong></p>
<ul>
<li>FDG and FLAIRS camera ready copies coming up soon</li>
<li>Sandbox paper has been outlined</li>
</ul>
<ul></ul>
]]></content:encoded>
			<wfw:commentRss>http://gameintelligencegroup.org/heckel/2009/02/11/week-6-status/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Week 4 Status</title>
		<link>http://gameintelligencegroup.org/heckel/2009/01/28/109/</link>
		<comments>http://gameintelligencegroup.org/heckel/2009/01/28/109/#comments</comments>
		<pubDate>Wed, 28 Jan 2009 14:27:37 +0000</pubDate>
		<dc:creator>heckel</dc:creator>
				<category><![CDATA[Weekly Update]]></category>

		<guid isPermaLink="false">http://chaos.uncc.edu/GameIntelligenceGroup/heckel/?p=109</guid>
		<description><![CDATA[Scientific:
Accomplishments:

A working plan for dealing with the behaviors needed for the guard scenario was sorted out

Challenges:

During the rewrite, need to go over the engine pretty carefully and make sure we&#8217;re dealing with memory, agent relationships, and other such things in a principled way. We&#8217;ll need to start using the other tabs in BehaviorShop

Engineering:
Accomplishments:

The difficult behaviors [...]]]></description>
			<content:encoded><![CDATA[<p id="top" /><strong>Scientific:</strong></p>
<p><em>Accomplishments:</em></p>
<ul>
<li>A working plan for dealing with the behaviors needed for the guard scenario was sorted out</li>
</ul>
<p><em>Challenges:</em></p>
<ul>
<li>During the rewrite, need to go over the engine pretty carefully and make sure we&#8217;re dealing with memory, agent relationships, and other such things in a principled way. We&#8217;ll need to start using the other tabs in BehaviorShop</li>
</ul>
<p><strong>Engineering</strong>:</p>
<p><em>Accomplishments:</em></p>
<ul>
<li>The difficult behaviors are pretty much in place and ready for testing</li>
</ul>
<p><em>Problems:</em></p>
<ul>
<li>Haven&#8217;t really touched the C++ rewrite this week</li>
<li>At this point, need the animations and a good way to actually invoke them; since that part of FI3RST has been a bit of a mess, getting them working has been painful. I&#8217;d really rather not be writing the timing logic to make sure they don&#8217;t get interrupted into the behaviors.</li>
<li>Currently have written some things into behaviors which belong in other sections of the agent description</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://gameintelligencegroup.org/heckel/2009/01/28/109/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Week 3 Status</title>
		<link>http://gameintelligencegroup.org/heckel/2009/01/23/week-3-status/</link>
		<comments>http://gameintelligencegroup.org/heckel/2009/01/23/week-3-status/#comments</comments>
		<pubDate>Fri, 23 Jan 2009 18:58:42 +0000</pubDate>
		<dc:creator>heckel</dc:creator>
				<category><![CDATA[Weekly Update]]></category>

		<guid isPermaLink="false">http://chaos.uncc.edu/GameIntelligenceGroup/heckel/?p=104</guid>
		<description><![CDATA[

An admittedly unproductive week, and I don&#8217;t have a good excuse.
Scientific:
Accomplishments:

FLAIRS paper accepted

Challenges:

Not happy with how I&#8217;m storing information about other agents yet

Engineering:
Accomplishments:

Agent parameters, for storing knowledge about other agents, are hacked into the perceptual model
Behavior parameters hacked in
Triggers on parameters are mostly in place

Problems:

Still working on SSPS rewrite
Working on new behaviors for guard scenario
My [...]]]></description>
			<content:encoded><![CDATA[<p id="top" />
<div class="post-entry">
An admittedly unproductive week, and I don&#8217;t have a good excuse.</p>
<p><strong>Scientific:</strong></p>
<p><em>Accomplishments:</em></p>
<ul>
<li>FLAIRS paper accepted</li>
</ul>
<p><em>Challenges:</em></p>
<ul>
<li>Not happy with how I&#8217;m storing information about other agents yet</li>
</ul>
<p><strong>Engineering</strong>:</p>
<p><em>Accomplishments:</em></p>
<ul>
<li>Agent parameters, for storing knowledge about other agents, are hacked into the perceptual model</li>
<li>Behavior parameters hacked in</li>
<li>Triggers on parameters are mostly in place</li>
</ul>
<p><em>Problems:</em></p>
<ul>
<li>Still working on SSPS rewrite</li>
<li>Working on new behaviors for guard scenario</li>
<li>My original percept passing method is really too ugly to live, but I&#8217;m leaving it in place since we&#8217;re migrating to C++ anyway</li>
</ul>
</div>
<div class="post-entry"><strong>Papers</strong></div>
<div class="post-entry">
<ul>
<li>IROS paper possibility for March 1</li>
</ul>
</div>
]]></content:encoded>
			<wfw:commentRss>http://gameintelligencegroup.org/heckel/2009/01/23/week-3-status/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Week 1/2 Status</title>
		<link>http://gameintelligencegroup.org/heckel/2009/01/12/week-12-status/</link>
		<comments>http://gameintelligencegroup.org/heckel/2009/01/12/week-12-status/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 19:17:16 +0000</pubDate>
		<dc:creator>heckel</dc:creator>
				<category><![CDATA[Weekly Update]]></category>

		<guid isPermaLink="false">http://chaos.uncc.edu/GameIntelligenceGroup/heckel/?p=99</guid>
		<description><![CDATA[

Scientific:
Accomplishments:

FDG 09 paper got out on the 23rd
HRI 09 abstract has been accepted. I&#8217;m author 4 of 6 on this paper/poster, for setting up the experiment while at NRL and drafting the first paper

Challenges:

Influence points need to be integrated into BEHAVEngine properly
Behavior parameters should probably be formalized; they&#8217;re simple, but I want to be sure [...]]]></description>
			<content:encoded><![CDATA[<p id="top" />
<div class="post-entry">
<p><strong>Scientific:</strong></p>
<p><em>Accomplishments:</em></p>
<ul>
<li>FDG 09 paper got out on the 23rd</li>
<li>HRI 09 abstract has been accepted. I&#8217;m author 4 of 6 on this paper/poster, for setting up the experiment while at NRL and drafting the first paper</li>
</ul>
<p><em>Challenges:</em></p>
<ul>
<li>Influence points need to be integrated into BEHAVEngine properly</li>
<li>Behavior parameters should probably be formalized; they&#8217;re simple, but I want to be sure I&#8217;m using them in a principled manner</li>
</ul>
<p><strong>Engineering</strong>:</p>
<p><em>Accomplishments:</em></p>
<ul>
<li>C++ rewrite of BEHAVEngine and associated utilities begun; it should end up being fully cross-platform</li>
<li>Persuaded all necessary libraries to work : boost, stlport, libxml</li>
<li>agentcore and agent XML files fully parsed in C++</li>
<li>problems in agent XML schema fixed</li>
</ul>
<p><em>Problems:</em></p>
<ul>
<li>Need to figure out how to use boost graph library, which should make working with SSPS easier and more efficient</li>
<li>SSPS rewrite shouldn&#8217;t take long, but will take a bit of time</li>
<li>Hunter reports some sort of crash in Python BEHAVEngine, but I have no details at present</li>
<li>Generally just need to do the BEHAVEngine rewrite, including Influence Points and all behaviors</li>
</ul>
</div>
<div class="post-entry"><strong>Papers</strong></div>
<div class="post-entry">
<ul>
<li>IAAI paper on DASSIEs (Dr. Y as lead)</li>
<li>IROS paper possibility for March 1</li>
<li>GDC scholarship deadline is soon</li>
</ul>
</div>
]]></content:encoded>
			<wfw:commentRss>http://gameintelligencegroup.org/heckel/2009/01/12/week-12-status/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Week 51 Status</title>
		<link>http://gameintelligencegroup.org/heckel/2008/12/17/week-51-status/</link>
		<comments>http://gameintelligencegroup.org/heckel/2008/12/17/week-51-status/#comments</comments>
		<pubDate>Wed, 17 Dec 2008 16:42:32 +0000</pubDate>
		<dc:creator>heckel</dc:creator>
				<category><![CDATA[Weekly Update]]></category>

		<guid isPermaLink="false">http://chaos.uncc.edu/GameIntelligenceGroup/heckel/?p=93</guid>
		<description><![CDATA[




Scientific:
Accomplishments:

My brain still works

Challenges:

Need to fully flesh out influence points for the FDG paper

Engineering:
Accomplishments:

Reworked the percepts so that affordances, percepts, transients, etc. are all consistent. Percept objects are now always dictionaries with a particular set of keys.
Built the dynamic object registry, which keeps track of all current agent locations as well as object locations
Added percept [...]]]></description>
			<content:encoded><![CDATA[<p id="top" />
<div class="post-entry">
<div class="post-entry">
<div class="post-entry">
<div class="post-entry">
<p><strong>Scientific:</strong></p>
<p><em>Accomplishments:</em></p>
<ul>
<li>My brain still works</li>
</ul>
<p><em>Challenges:</em></p>
<ul>
<li>Need to fully flesh out influence points for the FDG paper</li>
</ul>
<p><strong>Engineering</strong>:</p>
<p><em>Accomplishments:</em></p>
<ul>
<li>Reworked the percepts so that affordances, percepts, transients, etc. are all consistent. Percept objects are now always dictionaries with a particular set of keys.</li>
<li>Built the dynamic object registry, which keeps track of all current agent locations as well as object locations</li>
<li>Added percept types: object (objects and agents), comm (communication strings between agents)</li>
<li>Rewrote SSPS. I feel like there&#8217;s no need for SSPS to be a separate service running in its own thread. There are some optimizations to be made though</li>
<li>Added capability to add and remove objects from the world to BEHAVE; this relies on having a copy of the World object</li>
<li>Helped Hunter draw DEACCON regions in the world for debugging</li>
<li>Added flag drawing on region gateways to the world</li>
<li>Wrote up baseline bomber and bomb squad xml behaviors</li>
<li>new triggers: find object, time</li>
<li>new behaviors: explore, add object, remove object, guard area</li>
<li>behavior respiffs: goto, patrol, wander (to use SSPS)</li>
<li>action model now holds onto copy of SSPS object so it can navigate the world&#8211; behaviors only need to give a goal point, action model finds the way there.</li>
<li>changes to trigger so that they all have an &#8220;active&#8221; instance variable and a deactivate method; not all triggers have been changed over to this way</li>
<li>my D* implementation works now</li>
<li>Probably more. I&#8217;ll update if i remember things I forgot later.</li>
</ul>
<p><em>Problems:</em></p>
<ul>
<li>SSPS could use some optimizations, probably hinting for find region calls&#8211; give the last known region, and ssps can first check neighboring regions of that region, and then do exhaustive</li>
<li>SSPS has a somewhat dodgy A* implementation which will need to be adjusted, but this can wait until influence points and behavior parameters are in. once we have a more dynamic world, it makes sense to switch this to a D* variant, but it&#8217;s not necessary now</li>
<li>Behavior parameters are sort of half in, but I haven&#8217;t decided the most principled way to apply them still</li>
<li>DOR stores objects and agents separately, which is fine, but stores each type in simple lists. this is okay for now, but ultimately needs to use the region decomps</li>
<li>animations are dicey&#8211; needs a rework in FI3RST. possibly ignore further commands while special animations are running</li>
<li>the consistent dictionaries for percepts are an improvement, and give me some flexibility right now that i need, but percepts <em>should</em> be objects. i think combining all the information types into a unified percept type is the right thing though</li>
<li>the camera in FI3RST <strong>badly</strong> needs an overhaul. no idea where to set the culling plane. camera should also start out unattached in the world so that agentcore requests all the NPC agents that are created. i have no control over the model of the first agent because of this</li>
<li>we&#8217;ve got to be a bit more organized about our world scale and creation. if deaccon can&#8217;t handle the current size, it should really be switched over to being based on doubles rather than floats, or it should scale the world up, operate, then scale everything back down. this was a real mess</li>
<li>the BEHAVEngine is a bit of a mess right now&#8211; data doesn&#8217;t move through it in a clean way, which sometimes makes adding features difficult. of course, most of the time i don&#8217;t expect to be adding major new features, so some brainstrain is to be expected when making modifications on the scale of all the above</li>
<li>I need to know more about the pipeline; it was hard to know who I needed to do what at times this past weekend</li>
</ul>
</div>
<div class="post-entry"><strong>Papers</strong></div>
<div class="post-entry">
<ul>
<li>FDG paper. Title uncertain at this moment, but will figure something out soon. Clearly on influence points.</li>
<li>Doctoral consortium submission.. I can&#8217;t say I&#8217;ve even started thinking about this, though I did get briefly excited after either hallucinating or reading a typo the post by Dr. Y&#8217;s door that said the 29th was the DC deadline</li>
</ul>
</div>
</div>
</div>
</div>
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		<title>Week 47 Status</title>
		<link>http://gameintelligencegroup.org/heckel/2008/11/19/week-47-status/</link>
		<comments>http://gameintelligencegroup.org/heckel/2008/11/19/week-47-status/#comments</comments>
		<pubDate>Wed, 19 Nov 2008 14:16:39 +0000</pubDate>
		<dc:creator>heckel</dc:creator>
				<category><![CDATA[Weekly Update]]></category>

		<guid isPermaLink="false">http://chaos.uncc.edu/GameIntelligenceGroup/heckel/?p=91</guid>
		<description><![CDATA[



Scientific:
Accomplishments:

Not very much, though the work with the affordances at AAAI FSS gives a good basis for influence points, since they can work in a very similar manner to affordances.

Challenges:

May need to get a Hofstede book through ILL; they&#8217;re all checked out for a month or more at the library right now.

Engineering:
Accomplishments:

Cleaned up the OpenSteer [...]]]></description>
			<content:encoded><![CDATA[<p id="top" />
<div class="post-entry">
<div class="post-entry">
<div class="post-entry">
<p><strong>Scientific:</strong></p>
<p><em>Accomplishments:</em></p>
<ul>
<li>Not very much, though the work with the affordances at AAAI FSS gives a good basis for influence points, since they can work in a very similar manner to affordances.</li>
</ul>
<p><em>Challenges:</em></p>
<ul>
<li>May need to get a Hofstede book through ILL; they&#8217;re all checked out for a month or more at the library right now.</li>
</ul>
<p><strong>Engineering</strong>:</p>
<p><em>Accomplishments:</em></p>
<ul>
<li>Cleaned up the OpenSteer code so that we&#8217;re just using FlexiVehicle, next I&#8217;ll need to make a sim/factory class for it so that we keep track of all obstacles, agents in one place for the sake of proper obstacle avoidance.</li>
<li>Also all the work from AAAI which I did not write up last week&#8211; affordances, agent scaling..</li>
</ul>
<p><em>Problems:</em></p>
<ul>
<li>Still don&#8217;t have world geometry</li>
<li>Turns out that I was misled by the internet. BEHAVE will need to go to Python 2.6 and use the multiprocessing module, which I expect to be a moderate pain in the rear.</li>
<li>My D* implementation is stubbornly refusing to work properly</li>
</ul>
</div>
<div class="post-entry"><strong>Papers</strong></div>
<div class="post-entry">
<ul>
<li>FLAIRS paper w/ user study isn&#8217;t feasible without world geometry from SSPS and world. I need to have this at least a week before we start a study to be certain everything works</li>
<li>Alternate FLAIRs paper possibilities: <em>Description of the architecture</em>&#8211; not really ideal, but it would work, and we have everything we need for that. <em>Influence Points </em>&#8211; without world geometry, we can&#8217;t really present more than talk on this. At least I know now that they can be treated in pretty much the same way as affordances, based on how the affordances are set up now.</li>
</ul>
</div>
</div>
</div>
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		<item>
		<title>Week 44 Status</title>
		<link>http://gameintelligencegroup.org/heckel/2008/10/28/week-44-status/</link>
		<comments>http://gameintelligencegroup.org/heckel/2008/10/28/week-44-status/#comments</comments>
		<pubDate>Tue, 28 Oct 2008 17:46:48 +0000</pubDate>
		<dc:creator>heckel</dc:creator>
				<category><![CDATA[Weekly Update]]></category>

		<guid isPermaLink="false">http://chaos.uncc.edu/GameIntelligenceGroup/heckel/?p=73</guid>
		<description><![CDATA[

Scientific:
Accomplishments:

As part of the Intro to Research class, we had to write up a problem statement and a list of papers for a literature review. It&#8217;s a little short yet, but I&#8217;ve written it up here, and I&#8217;ll probably just keep that page around as a literature list. Also, the question isn&#8217;t quite right yet.

Challenges:

While [...]]]></description>
			<content:encoded><![CDATA[<p id="top" />
<div class="post-entry">
<p><strong>Scientific:</strong></p>
<p><em>Accomplishments:</em></p>
<ul>
<li>As part of the Intro to Research class, we had to write up a problem statement and a list of papers for a literature review. It&#8217;s a little short yet, but I&#8217;ve written it up <a href="http://chaos.uncc.edu/GameIntelligenceGroup/heckel/?page_id=65">here</a>, and I&#8217;ll probably just keep that page around as a literature list. Also, the question isn&#8217;t quite right yet.</li>
</ul>
<p><em>Challenges:</em></p>
<ul>
<li>While I have a temporary solution for this cycle of development, there is still a major question of how to deal with percepts properly. I really want to talk to a few people at the fall symposium about this, since I&#8217;d like to aim for a solution that is somewhere between an efficient architecture approach and a more realistic cognitive approach.</li>
<li>The hearnoise trigger has a hack, as I believe I mentioned last week, which keeps it active until the behavior it triggers has completed its task. This is clearly not the right approach, so this is a place where we&#8217;ll really want a hierarchical behavior that uses some internal state to set goals. This is all tied up with the behavior parameters, I think, at least insofar as it&#8217;s all agent state.</li>
</ul>
<p><strong>Engineering</strong>:</p>
<p><em>Accomplishments:</em></p>
<ul>
<li>To help resolve the percept issues temporarily and permanently, I&#8217;ve introduced the PerceptManager. Each agent controller thread gets a perceptmanager that passes on the relevant percepts (so it will filter based on whether the percept is visible), and maintains a bin for pure percepts (straight overwrite) and a queue for transient percepts. It still needs a little work, but is basically set.</li>
</ul>
<p><em>Problems:</em></p>
<ul>
<li>See last week.</li>
</ul>
</div>
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