<div class="Ih2E3d">>Would this be the right tool (except for interactive graphics) to<br>
>implement the non-player actors in a video game?<br>
><br>
>-- hendrik<br><br></div>I
have thought about putting together a simple demo like that using the
inference collection and Jon Rafkind's Allegro package, but have never
had the bandwidth to do it. But, I think they would make an
interesting combination.<br><font color="#888888">
<br>Doug</font><span id="q_118703b8a50fb896_3" class="WQ9l9c"></span><br><br><div class="gmail_quote">On Sun, Mar 2, 2008 at 6:23 AM, <<a href="mailto:hendrik@topoi.pooq.com">hendrik@topoi.pooq.com</a>> wrote:<br>
<blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"><div class="Ih2E3d">On Sat, Mar 01, 2008 at 09:22:10PM -0700, Doug Williams wrote:<br>
> >Can you describe an example of your agent-based simulation?><br>
> >rac<br>
><br>
> Most of the agent-based simulations are cultural models where agents<br>
> represents cultural entities, e.g. individuals, groups (religious, ethnic,<br>
> etc) and the dynamics of these models represents the interactions among<br>
> these entities. These are used for analyzing the implications of policies<br>
> and planning in multi-cultural domains. [Basically an agent is a process<br>
> (in the simulation sense, not the OS sense) from the simulation collection,<br>
> each of which is typically an instance of an inference engine (from the<br>
> inference collection) running a rule set describing the agent dynamics.]<br>
><br>
> I have abstracted out the basic structure of an agent-based simulation and a<br>
> cellular automaton framework implemented using the simulation and inference<br>
> collections with some simple examples - the game of life implemented a<br>
> couple different ways (i.e, inferencing and non-inferencing) and a trivial<br>
> cultural model. I plan on releasing the to PLaneT at some point, but need<br>
> to clean it up first. [Note that this is really inefficient way to<br>
> implement a cellular automaton (like the game of life), but it works as a<br>
> simple example.]<br>
<br>
</div>Would this be the right tool (except for interactive graphics) to<br>
implement the non-player actors in a video game?<br>
<br>
-- hendrik<br>
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