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BrainWorks

Genuine & Artificial Intelligence

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BrainWorks | brainworks-ai.blogspot.com Reviews
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Genuine &amp; Artificial Intelligence
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1 brainworks
2 strange and wonderful
3 artificial causality
4 release retrospective
5 little lies
6 making things right
7 scouting for trouble
8 dodging the question
9 do not want
10 the rambo problem
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BrainWorks | brainworks-ai.blogspot.com Reviews

https://brainworks-ai.blogspot.com

Genuine &amp; Artificial Intelligence

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1

BrainWorks: Artificial Intelligence is Hard!

http://brainworks-ai.blogspot.com/2007/12/artificial-intelligence-is-hard.html

Genuine and Artificial Intelligence. Sunday, December 30, 2007. Artificial Intelligence is Hard! For the past six years, I've been working on a "little programming project" called BrainWorks. It's a full rewrite of the Artificial Intelligence for Quake 3. Artificial Intelligence is hard! There is a cause for everything that occurs. In other words, I believe in causality. Causality is the foundation of all intelligence, both genuine and artificial. December 30, 2007 at 11:39 PM. January 2, 2008 at 5:18 PM.

2

BrainWorks: BrainWorks 1.0.1 Released

http://brainworks-ai.blogspot.com/2008/04/brainworks-101-released.html

Genuine and Artificial Intelligence. Monday, April 14, 2008. BrainWorks 1.0.1 Released. I've just released the latest update to BrainWorks implementing the fixes I talked about. A few weeks ago. Basically there's a much more sophisticated algorithm for tracking and estimating how likely a bot is to shoot a weapon in a given situation. You can download them using the links on the right if you're interested in trying it out. Let me know what you think! Viewed in the context of intelligence, you could concl...

3

BrainWorks: You've Got My Attention

http://brainworks-ai.blogspot.com/2008/01/youve-got-my-attention.html

Genuine and Artificial Intelligence. Monday, January 28, 2008. You've Got My Attention. Last post I described how bots become aware of different enemy targets and select one as the target to aim at. But just because the bot has an enemy to aim at doesn't mean there isn't something even more demanding of the bot's attention. And what happens when the bot can't find an enemy to look at? They have to look at something, presumably in the direction an enemy is most likely to appear. The base of Maslow's pyram...

4

BrainWorks: Strange and Wonderful

http://brainworks-ai.blogspot.com/2010/11/strange-and-wonderful.html

Genuine and Artificial Intelligence. Monday, November 15, 2010. It's been a while since I've actively updated this blog, as I've had many other obligations and duties in life this past year. Having the opportunity to express thoughts in a public forum is, quite frankly, overrated in today's world. Between email, FaceBook, YouTube, blogging, and your cell phone, there's plentiful opportunities to talk. AI - General Discussion:. Artificial Intelligence is Hard! Two Kinds of AI. Putting it all Together.

5

BrainWorks: Little Lies

http://brainworks-ai.blogspot.com/2008/05/little-lies.html

Genuine and Artificial Intelligence. Monday, May 26, 2008. I read an exceptionally good essay by Paul Graham entitled, " Lies We Tell Kids. It talks about white lies, the kind you tell to protect people rather than manipulate them. It's worth reading in full, but let me summarize what I took out of it:. As I wrote earlier, I see strong parallels between designing AI and being a parent. We live in fear that our AI will encounter a game situation where the player will know the AI has cheated. For example, ...

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Seeker's Sanctuary: Gamasutra: Game Writing From The Inside Out

http://seekers-sanctuary.blogspot.com/2009/03/gamasutra-game-writing-from-inside-out.html

Quinta-feira, 19 de março de 2009. Gamasutra: Game Writing From The Inside Out. Um artigo bastante interessante que discute a criação de roteiros para games. Os responsáveis pelo artigo são os roteiristas de games como "God of War" e "Far Cry 2". Para conferir o artigo completo, segue o link: Game Writing From The Inside Out. Postado por Maykel Santos. Assinar: Postar comentários (Atom). Visualizar meu perfil completo. Tradução do Wiki PAlib. O Rei do PHP. Blog do Sergio Laranja (Gerência).

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Seeker's Sanctuary: 01/01/08 - 01/02/08

http://seekers-sanctuary.blogspot.com/2008_01_01_archive.html

Quinta-feira, 31 de janeiro de 2008. Comparação entre XNA, DirectX e OpenGL. Primeiro post oficial de 2008 e após as férias do trabalho! Postaram em uma das listas de games, um site que faz um comparativo entre entre as técnologias do tópico e oferece também um breve histório. Leitura interessante. O link é: XNA, DirectX and OpenGL Fieldguide. A fonte é Scriptionary. Postado por Maykel Santos. Links para esta postagem. Terça-feira, 1 de janeiro de 2008. Feliz Ano Novo, Galera! Postado por Maykel Santos.

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Seeker's Sanctuary: 01/07/09 - 01/08/09

http://seekers-sanctuary.blogspot.com/2009_07_01_archive.html

Sábado, 11 de julho de 2009. Este post é para anunciar que estamos mudando! Isso mesmo, mudando para uma URL mais simples. Assim facilitamos a vida daqueles que não costumam usar os "Favoritos" ;). A nova URL do blog é: http:/ blogupzone.blogspot.com. Não deixe de nos acompanhar! Postado por Maykel Santos. Links para esta postagem. Visualizar meu perfil completo. Tradução do Wiki PAlib. O Rei do PHP. Blog do Sergio Laranja (Gerência).

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Seeker's Sanctuary: Level Up 2009, Intel® Visual Adrenaline Game Demo Challenge

http://seekers-sanctuary.blogspot.com/2009/04/level-up-2009-intel-visual-adrenaline.html

Sexta-feira, 17 de abril de 2009. Level Up 2009, Intel Visual Adrenaline Game Demo Challenge. A seguir uma breve descrição do concurso promovido pela Intel:. Para maiores informações sobre o concurso, basta acessar o site oficial. Ou site com as regras do concurso. Postado por Maykel Santos. Assinar: Postar comentários (Atom). Visualizar meu perfil completo. Tradução do Wiki PAlib. O Rei do PHP. Blog do Sergio Laranja (Gerência). Level Up 2009, Intel Visual Adrenaline Game Demo .

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Seeker's Sanctuary: Can a Video Game Save the Earth?

http://seekers-sanctuary.blogspot.com/2009/04/can-video-game-save-earth.html

Quinta-feira, 16 de abril de 2009. Can a Video Game Save the Earth? Para maiores informações visite: http:/ www.saveearthgame.org/. Postado por Maykel Santos. Assinar: Postar comentários (Atom). Visualizar meu perfil completo. Tradução do Wiki PAlib. O Rei do PHP. Blog do Sergio Laranja (Gerência). Level Up 2009, Intel Visual Adrenaline Game Demo . Profissionais dão dicas para começar. Can a Video Game Save the Earth? Palestra - Game Design Showcase. Ilusis está procurando por programadores ou artist.

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Seeker's Sanctuary: Projeto Atualizado

http://seekers-sanctuary.blogspot.com/2009/03/projeto-atualizado.html

Domingo, 15 de março de 2009. Atualizei a lista de projetos e também atualizei um projeto que já estava parado a bastante tempo, o upLayer. Para quem não se lembra, eu já havia postado algumas vezes. Sobre ele. Resumindo, é um gerador de código de camadas construídas à partir de tiles. Quanto aos demais projetos, alguns já tem links, outros ainda não. Os que não possuem links serão atualizados assim que existir alguma coisa mais consisa sobre eles. Abraços e até a próxima! Postado por Maykel Santos.

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Seeker's Sanctuary: 01/11/08 - 01/12/08

http://seekers-sanctuary.blogspot.com/2008_11_01_archive.html

Sexta-feira, 7 de novembro de 2008. PAlib - Tradução do Wiki. Para quem não conhece, a PAlib. É uma biblioteca que facilita o desenvolvimento para Nintendo DS. Além de sua documentação disponível para consulta na internet, a PAlib conta com um wiki com uma seqüência de 20 tutoriais. Acessem o wiki neste. Endereço, para acessar o primeiro tutorial, ainda em fase de tradução, acesse este. Postado por Maykel Santos. Links para esta postagem. Visualizar meu perfil completo. Tradução do Wiki PAlib.

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Seeker's Sanctuary: 01/05/08 - 01/06/08

http://seekers-sanctuary.blogspot.com/2008_05_01_archive.html

Domingo, 18 de maio de 2008. Ciclo de Palestas - UFMG - Computer Graphics and Game Tecnology. Foi iniciado em BH o ciclo de palestas 2008 do CGGT, abordando temas relacionados a games. A abertura foi no dia 16, e a próxima palestra é no dia 21. A entrada é franca pra quem quiser assistir qualquer palestra. Segue o link para vocês conferirem os assuntos abordados e saberem mais detalhes sobre o evento. CGGT - Ciclo de Palestras 2008. Postado por Maykel Santos. Links para esta postagem. Visualizar meu perf...

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Seeker's Sanctuary: 01/04/09 - 01/05/09

http://seekers-sanctuary.blogspot.com/2009_04_01_archive.html

Sexta-feira, 17 de abril de 2009. Level Up 2009, Intel Visual Adrenaline Game Demo Challenge. A seguir uma breve descrição do concurso promovido pela Intel:. Para maiores informações sobre o concurso, basta acessar o site oficial. Ou site com as regras do concurso. Postado por Maykel Santos. Links para esta postagem. Quinta-feira, 16 de abril de 2009. Profissionais dão dicas para começar. Chedwick jogava desde criança -aos nove anos, começou a mexer com programação. Cursou ciência da computação e tra...

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Brain Works

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BrainWorks

Genuine and Artificial Intelligence. Monday, November 15, 2010. It's been a while since I've actively updated this blog, as I've had many other obligations and duties in life this past year. Having the opportunity to express thoughts in a public forum is, quite frankly, overrated in today's world. Between email, FaceBook, YouTube, blogging, and your cell phone, there's plentiful opportunities to talk. AI - General Discussion:. Artificial Intelligence is Hard! Two Kinds of AI. Putting it all Together.

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Brainworks - The art of improving performance

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Home | Braimworks Communications

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Brain Works & Mind Matters, LLC – Brainwave Optimization

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