Hello Pablo, Thank you for your input, it would appear that I had overlooked some of the current AI features available. I will look into these more thoroughly, in particular I found mention of an AI branch on the SVN.
Your ideas are very interesting, in particular I am very keen to work on a behaviour tree implementation. I am a frequent reader at AiGameDev and Alex certainly sells this tool very well throughout. However, thinking long term it would be good to start by uniting the code that already exists. From you're description it seems that there is a lot of AI code about, but it needs to be reviewed, updated and co-ordinated. As this covers the basic tools I previously mentioned, perhaps this should be prioritised so that there is one solid set of tools complete and ready to use. I could not, unfortunately, find the book you mentioned, AI for developers, did you perhaps mean AI for game developers (http://www.amazon.co.uk/AI-Game-Developers-David-Bourg/dp/0596005555/ref=sr_1_1?ie=UTF8&s=books&qid=1237546402&sr=8-1) Also could you please clarify upon "uml capsule model for real time applications." This is something I have no knowledge of. A quick google search has suggested: http://www.ibm.com/developerworks/rational/library/content/03July/1000/1155/1155_umlmodeling.pdf is this what you were referring to, before I start reading? To summarise, my prioritised version of your list would currently read: 1) AI Code Review 2) Improve the trigger system 3) Improve the quest system 4) Create advanced Interaction examples 5) Behaviour Trees 6) Neural Newtworks 7) Bayesian Networks If anyone else would like to add to or critique this list please do so, I appreciate all the input I can get on this potential project. Thank you for your time, Sam. > 1- neural networks (we do have something, but not sure to what extent it > works, nor do i know what nn model it implements). From my pov a good > implementation should provide a nice example that works, two nice > examples that i dont think can be done easily at the moment are the ones > explained in the neat nn papers (classical nn test problems), or the > creature evolution papers from karl sims (a little bit academic, but > still i'd love to see it running on cs+cel with standard stuff) > > 2- behaviour tree implementation in the line of the ones proposed on > aigamedev.com (its a l ------------------------------------------------------------------------------ Apps built with the Adobe(R) Flex(R) framework and Flex Builder(TM) are powering Web 2.0 with engaging, cross-platform capabilities. Quickly and easily build your RIAs with Flex Builder, the Eclipse(TM)based development software that enables intelligent coding and step-through debugging. Download the free 60 day trial. http://p.sf.net/sfu/www-adobe-com _______________________________________________ Cel-main mailing list Cel-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/cel-main