4,128 research outputs found
A NPC Behaviour Definition System for Use by Programmers and Designers
In this paper we describe ZBL/0, a scripting system for defining NPC (Non Player Character) behaviour in FPS (First Person Shooter) games. ZBL/0 has been used to illustrate the use of scripting systems in computer games in general and the scripting of NPC behaviour in particular in the context of a book on game development. Many novice game designers
have clear ideas about how the computer game they imagine should work but have little knowledge – if any – about how their ideas can be implemented. This is why books on game creation (design, programming etc.), as well as all-in-one game creation systems – especially designed for ease of use and intended for an amateur audience – enjoy great popularity. A large proportion of these books however merely present solutions in the form of descriptions and explanations of specific implementations with inadequate
explanations of principles. While this may benefit rapid application development it often does not lead to a deeper understanding of the underlying concepts. The understanding of rule-based behaviour definition through simple scripting in computer games and the development of such scripts by programmers and designers is what we aim to address with the ZBL/0 system
Understanding Evolutionary Potential in Virtual CPU Instruction Set Architectures
We investigate fundamental decisions in the design of instruction set
architectures for linear genetic programs that are used as both model systems
in evolutionary biology and underlying solution representations in evolutionary
computation. We subjected digital organisms with each tested architecture to
seven different computational environments designed to present a range of
evolutionary challenges. Our goal was to engineer a general purpose
architecture that would be effective under a broad range of evolutionary
conditions. We evaluated six different types of architectural features for the
virtual CPUs: (1) genetic flexibility: we allowed digital organisms to more
precisely modify the function of genetic instructions, (2) memory: we provided
an increased number of registers in the virtual CPUs, (3) decoupled sensors and
actuators: we separated input and output operations to enable greater control
over data flow. We also tested a variety of methods to regulate expression: (4)
explicit labels that allow programs to dynamically refer to specific genome
positions, (5) position-relative search instructions, and (6) multiple new flow
control instructions, including conditionals and jumps. Each of these features
also adds complication to the instruction set and risks slowing evolution due
to epistatic interactions. Two features (multiple argument specification and
separated I/O) demonstrated substantial improvements int the majority of test
environments. Some of the remaining tested modifications were detrimental,
thought most exhibit no systematic effects on evolutionary potential,
highlighting the robustness of digital evolution. Combined, these observations
enhance our understanding of how instruction architecture impacts evolutionary
potential, enabling the creation of architectures that support more rapid
evolution of complex solutions to a broad range of challenges
Cognitive architectures as Lakatosian research programmes: two case studies
Cognitive architectures - task-general theories of the structure and function of the complete cognitive system - are sometimes argued to be more akin to frameworks or belief systems than scientific theories. The argument stems from the apparent non-falsifiability of existing cognitive architectures. Newell was aware of this criticism and argued that architectures should be viewed not as theories subject to Popperian falsification, but rather as Lakatosian research programs based on cumulative growth. Newell's argument is undermined because he failed to demonstrate that the development of Soar, his own candidate architecture, adhered to Lakatosian principles. This paper presents detailed case studies of the development of two cognitive architectures, Soar and ACT-R, from a Lakatosian perspective. It is demonstrated that both are broadly Lakatosian, but that in both cases there have been theoretical progressions that, according to Lakatosian criteria, are pseudo-scientific. Thus, Newell's defense of Soar as a scientific rather than pseudo-scientific theory is not supported in practice. The ACT series of architectures has fewer pseudo-scientific progressions than Soar, but it too is vulnerable to accusations of pseudo-science. From this analysis, it is argued that successive versions of theories of the human cognitive architecture must explicitly address five questions to maintain scientific credibility
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