The nearest I used J for "AI" is an A* algorithm for bot AI using an older version of the Torque Game Engine <http://www.garagegames.com>. Unfortunately, I wasn't successful in integrating the engine with J. :(
What I learned from it is that: 1. Coding it using the built-in game-engine scripting language produces a convoluted code which will be very challenging to maintain. The J implementation (which I just realized I misplaced) is more concise because of the intrinsic support for matrix math. 2. Computation should be faster because the map is finite. By providing J with only a subset of the whole matrix (the data nearest within a specific radius to the bot), J should return decisions faster than the built-in scripting language. -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Raul Miller Sent: Tuesday, September 14, 2010 8:49 AM To: Chat forum Subject: Re: [Jchat] Artificial Inteligence On Mon, Sep 13, 2010 at 6:36 PM, Don Guinn <[email protected]> wrote: > Was thinking about artificial intelligence in the WIKI Essays and > found nothing. Nobody has used J for AI work? Artificial intelligence has been rather prosaic, when you get down to what it does. I do not know that a J programmer achieving those ends would be inclined to call the result "artificial intelligence". -- Raul ---------------------------------------------------------------------- For information about J forums see http://www.jsoftware.com/forums.htm ---------------------------------------------------------------------- For information about J forums see http://www.jsoftware.com/forums.htm
