Hi Pablo!, I took this example from the book that you suggested ( " Artificial Intelligence for Game Developers " ). I know that genetics algorithms in games maybe sounds weird, but I have been reading about this topic and I think that it could be useful. For example, if you want to create a dynamic game in which the players can behaves in many different ways ( like violent, kind, friendly etc. ), maybe it is interesting that the NPC could adapt their behaviour to the player's choices. Within a game such as Spore, maybe it could be an interesting thing to use, imagine that every character adapts its behaviour to the other ones. It is just an idea, I'm not really sure if it could be an interesting thing. About the implementation, I could use as a guide the book that I mentioned.
In addition to this, I said that I wanted to take the Sam's proposal ( The first one about Pathfinding and Steering ), I want to know which thing could be better to GSoC, because I have to propose something on the application. I think that whichever that will be your choice, I could be part of it, maybe not for the GSoC project, because I won't have enough time to implement both ideas but I'm interested on help with this project. If you have more questions or whatever you want to know, just tell me. I'm waiting for your opinions about my ideas because I want to send my application soon. Henry 2009/3/31 Pablo Martin <cae...@sindominio.net> > Henry Daniel wrote: > > Hello again, I wrote on the crystal-main-request and I was helped by > > Pablo, he told me that the better way to do that I want to do is to > > write right here. > > > > First of all, I'm Henry Fernández, from Venezuela, I'm fully > > interested on the GSoC project and, of course, Crystal Space. I am an > > undergraduate student, my major is Computer Engineering and I love the > > video games developing. I want to be part of the GSoC, helping to > > improve the Crystal Space project. > > > > I have read about the old threads related to what Carlos and Sam were > > proposing ( adding AI algorithms to the project ), I'm interested on > > building AI algorithms because I like this area and I think that it > > could be an important and interesting part of video games. > > > > According to Pablo, there are many things that would be attractive to > > do and I was checking about the book that he mentioned ( AI for game > > developers ). This book has a lot of ideas that could be help us, for > > example: chasing and evading, flocking ( which I think that are part > > of the steering class ), neural networks, genetic algorithms, etc. > > > > Pablo didn't mention anything about genetics algorithms, I would like > > to know if it could be an interesting to implement. In addition to > > this, I think I could work on behaviour tree implementation or maybe > > improving the sensor system. > > > > > I want to know what do you think about my proposal, please let me know > > which of these is the most interesting and if you have some advice or > > comment, it would be very helpful to me. Again thank you so much. > > The subject can be interesting, although i don't know how they could be > immediately useful. I would expect a proposal explaining clearly how the > genetic algorithms could benefit from being integrated into the cel > component model, how it could be done, and different examples (i'm not > saying this is easy). > > > Pablo > > > ------------------------------------------------------------------------------ > _______________________________________________ > Cel-main mailing list > Cel-main@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/cel-main >
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