Kybernetica.com > Phun - Physics and Artificial Life Simulator

Eggshell Roboticshttp://eggshell-robotics.node3000.com/blog/112-phun-physics-and-artificial-life-simulator [Eggshell Robotics] You got basic elements to play with, and as you can imagine, you also can model robots and artificial life with it. I definitely like the idea of modeling creatures like the above, that uses locomotion and gravity to walk.

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Game AI for Developershttp://aigamedev.com/videos/evolving-virtual-creatures [Game AI for Developers] The Definitive Guide to Evolving Virtual Creatures: Karl Sims research kicked off this whole area of research in A-Life, and is still a solid reference even after 14 years.

C Examples[C Examples] Artificial Life/Evolution Simulator Download: reatures eat the stationary food, the high creatures eat the low creatures. Once a pair ‘mates’, the mother carries eggs with her for a while.

Self Simulation[Self Simulation] Design Is Bad (or, why AI needs A-Life): The meaning it makes of that knowledge is directly related to how that knowledge helps it survive, reproduce, or achieve other goals it forms for itself. Many AI problems relate to how an AI can deal with logic or natural language, but this is like worrying about how to make space suits for a walk on the moon when you haven’t even invented rockets yet.

Scholars and Rogueshttp://www.scholarsandrogues.com/2008/04/03/chaos-complexity-kant-and-mill/ [Scholars and Rogues] Chaos, Complexity, Kant and Mill: Well, it seems that a utilitarian model, by assuming the knowability of outcomes and focusing on strategies to force the ends, are very much over-determined, like the top-down A-Life models that consistently fail to generate lifelike behavior. Those models decide at the outset what the result will look like and set out to try and sheepdog all the agents of action toward a predetermined conclusion.

Video Games: Nintendo, Sony, xbox & more[Video Games: Nintendo, Sony, xbox & more] Creatures: Creatures makes a triumphant return to the forefront of the interactive video games arena. This fascinating artificial intelligence simulation for all ages is steeped in cutting edge gameplay challenging activities and unique characters.

Newshttp://www.opengl.org/news/permalink/breve_27_released_agent_based_modelling_software_using_opengl/ [News] breve 2.7 Released: Agent Based Modelling Software Using OpenGL: Using Python, or a simple scripting language called ‘steve’, users define the behaviors of agents in a 3D world and observe how they interact. breve includes physical simulation and collision detection so you can simulate realistic creatures, and an OpenGL display engine so you can visualize your simulated worlds.

Umarzuki.com[Umarzuki.com] Betul ke tiada game untuk Linux?: Civilization: Call to Power * Clonk * Cold War (computer game) * Conquest of Elysium II * Crack Attack! * Creatures (artificial life program) * Creatures 3 * Crimson Fields * Crossfire (computer game) * Cube (video game) .

Game AI for Developershttp://aigamedev.com/links/2008-week-12 [Game AI for Developers] Game AI Roundup Week #12 2008: 10 Stories, 2 Libraries, 1 Video, 1 ...: Gelsinger said that “new visual workloads which will define the architecture of tomorrow.” Noting that “we’ve analyzed literally hundreds of workloads, hundreds of core algorithms. It’s not a simple problem to design an architecture for that future”¦ one that looks at CPU graphics and media”¦ from mobile up to server systems”¦ the level of performance we can do is just about enough, but we need to scale it from any process point into the future”¦ a rich set of tools and developer support.”

E-Libraryhttp://kitabgarh.wordpress.com/2008/01/16/e-library/  E-Library: Artificial Intelligence: Structures and Strategies for Complex Problem Solving (Addison Wesley, 1997). Love-Letters and Privacy in Modern China: The Intimate Lives of Lu Xun and Xu Guangping (Oxford University Press, 2002) .

Untitled[Untitled] Dawkins - the Strangeness of Science: “[Steve Grand] is positively scathing about our preoccupation with matter itself. We have this tendency to think that only solid, material things are really things at all.

So Many Schemes[So Many Schemes] Artificial Life in MMOGs: creating dynamic, evolving ecosystems. I predict that we will see continued creation of complex, emergent ecosystems in MMOGs in the future.

KEN STAUFFER[KEN STAUFFER] Artificial Life: Introduction: This project will employ a spare computer (running Linux) to continiously simulate a universe of evolving creatures. Every day I will upload the latest simulation results.

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