Hi!

smd...@student.cs.york.ac.uk wrote:
> Hello Pablo

> 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)
>
>   

Thats the one :)

> 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?
>
>   
Thats what i'm referring to, yes.

Note, this is something i have not investigated myself so much, but was
pointed to me by somebody in the past as an interesting technique (well,
he participated on developing it i think :P). The idea is basically
there are some other kind arrangements which can be made with different
models for connections and composition. Iirc, the capsule model sits on
top of the fsm model, and provides some kind of port and encapsulation
system (something like our components and messages, but again more
formalized). Investigating how this applies or compares to cel to
advance our graphical programming capabilities would be great. On the
other hand, i dont think going for uml is the way, but investigating
some parts which can be applied can be worthwhile, after all, like i
said, the quest system is a funny featured fsm similar to the uml one,
and the property class is a curious but effective component system,
which can of course be improved too, but only after contrasting
possibilities, where those papers on capsules can provide inspiration,
although other similar systems might have to be checked too... in any
case, a loose end where somebody could actually make a formal
proposition too.

Greetings

 Pablo

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