Well, as often occurs with evolutionary learning apps, there is
artistry in creating the fitness function...
This is something we (try to) deal with in NM/OpenCog via using
probabilistic inference to automatically come up with fitness
functions for evolutionary procedure learning
But the Euphoria
The link from Lukas seems to suggest that applying this technology is
something of an art (is that right?):
"As a side note, the fickle nature of the evolutionary approach is the
primary reason why euphoria isn't middleware; the team at NaturalMotion
helps you integrate it. Most often, you hav
2008/5/1 Ben Goertzel <[EMAIL PROTECTED]>:
> If you gathered data about how people move in a certain context, using
> motion capture, then you could use their GA/NN stuff to induce a
> program that would generate data similar to the motion-captured data.
A system which could do this generally
If I was paid to get a good animation, I would cheat: I would use
-- mixed forward/inverse dynamics instead of pure (forward) simulation,
-- motion capture data mining,
-- hand-crafted parameterized models instead of generic NNs
On Thu, May 1, 2008 at 8:19 PM, Ben Goertzel <[EMAIL PROTECTED]> w
Actually, it seems their technique is tailor-made for imitative learning
If you gathered data about how people move in a certain context, using
motion capture, then you could use their GA/NN stuff to induce a
program that would generate data similar to the motion-captured data.
This would then be
IMHO, Euphoria shows that pure GA approaches are lame.
More details here:
http://aigamedev.com/editorial/naturalmotion-euphoria
On Thu, May 1, 2008 at 5:39 PM, Ben Goertzel <[EMAIL PROTECTED]> wrote:
> Now this looks like a fairly AGI-friendly approach to controlling
> animated characters ... unf
> Now this looks like a fairly AGI-friendly approach to controlling> animated
> characters ... unfortunately it's closed-source and> proprietary though...
Looks like a fun system but its purpose is to fake people into thinking that
dumb game AIs are actually smarter by encapsulating some control
They are using equational models to simulate the muscles and bones
inside the body...
On Thu, May 1, 2008 at 12:05 PM, Mike Tintner <[EMAIL PROTECTED]> wrote:
> So what are the principles that enable animated characters and materials
> here to react/move in individual continually different ways, w
..or is it just that these figures respond differently to the slightest
difference in angle and force of impact?
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So what are the principles that enable animated characters and materials
here to react/move in individual continually different ways, where previous
characters reacted typically and consistently?
Ben Now this looks like a fairly AGI-friendly approach to controlling
animated characters ... unfo
Now this looks like a fairly AGI-friendly approach to controlling
animated characters ... unfortunately it's closed-source and
proprietary though...
http://en.wikipedia.org/wiki/Euphoria_%28software%29
ben
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