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SimBionic Community Edition
Now you can add SimBionic for free! SimBionic Community Edition is a feature-limited release perfect for projects with less complex AI requirements.
SimBionic Publications
Stottler Henke periodically writes articles on technologies underlying
our software. Here are a set of papers we've written on the SimBionic
technology. Click on the title to view the PDF document.
- "A
Visual Environment for Rapid Behavior Definition," by Dan
Fu, Ryan Houlette, and Randy Jensen. In proceedings of the 2003
Conference on Behavior Representation in Modeling and Simulation,
2003.
- "Putting AI in
Entertainment: An AI Authoring Tool for Simulation and Games,"
by Dan Fu and Ryan Houlette. In IEEE Intelligent Systems,
July-August 2002, pp 81-84.
- "An Authoring Toolkit for
Simulation Entities," by Dan Fu, Ryan Houlette, and Oscar
Bascara. In the proceedings of the Industry/Interservice, Training,
Simulation & Education Conference (I/ITSEC 2001).
- "Towards
an AI Behavior Toolkit for Games," by Ryan Houlette, Dan Fu,
and David Ross. In AAAI 2001 Spring Symposium on AI and Interactive
Entertainment.
There are three Stottler Henke articles in the book AI
Game Programming Wisdom 2 which arrived in stores on December
2003. It is published by Charles River Media, makers of the Game Programming
Gems series. Here is a short description of each article:
- "The Ultimate Guide to FSMs in Games," by Dan Fu and
Ryan Houlette.
Based on our experience implementing SimBionic, this article summarizes
the state of the art of FSMs in video games. We cover FSM implementation
styles, scripting languages, game engine integration, optimization
techniques, and advanced concepts such as stack-based FSMs and
polymorphism.
- "Player Modeling for Adaptive Games," by Ryan Houlette.
This article describes an approach to automatically constructing
a model of the player's behavior that can be used by the game
AI to create more challenging and interesting opponents. The underlying
technologies were implemented in scheduling and tutoring software
built for NASA and the Air Force.
- "Constructing a Decision Tree Based on Past Experience,"
by Dan Fu and Ryan Houlette.
Decision trees are becoming more popular within the game development
community. They are a practical learning method that can help
an AI adapt to a player. Instead of picking from a canned set
of reactions to player action, the AI has the opportunity to do
something much more powerful: anticipate the player's action before
he acts. The article covers ID3, a classic decision tree learning
algorithm that identifies the telltale features of an experience
to predict its outcome. ID3 was the core learning technology behind
the game Black & White. Sample source code is provided which
implements ID3.
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