I would take everything you could send me ^^
Just take a look in my profile There's my mail
Thanks a lot !
I would take everything you could send me ^^
Just take a look in my profile There's my mail
Thanks a lot !
You sure? It's not letting me see it... you could drop me a line instead. raproductions@hotmail.com
I must admit that I really do not understand NN or Genetic Algorithms very well. Maybe one day
Anyway back on topic this competiton is about Emergent Behaviour. Based on the description on the competition web site it effectivly defines it as a rule based system. Rule based systems basically work on IF statements and all or us can use them.
I'll start work on the Moth simulation soon. I'll post progress as it happens.
William Cairns
My Games: http://www.cairnsgames.co.za (Currently very inactive)
MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)
If you click the 'email' button under a post you'll be able to email a member via the site (no attachments though ). All email addresses are hidden now after requests from several members to keep them private.Originally Posted by WILL
cairnswm: NNs & GAs aren't that hard of a concept to grasp given a little bit of attention to understand it. Actaully Neural Nets are quite easy to grasp if you know a little about digital electronics. All NNs are is one big interconnected circuit. GAs in theory seem simple enough, and I *think* I understand the concept fully, but then there is that grey area on how it used... So far, I've found Fupsters tutorials to be the most useful reading materials for learning about this. However the fact that he uses C/C++ to explain it in code loses me in the translation. It would be great if someone could rewrite or translate his tutorial's code to Object Pascal, I think it may become clearer on how to do this in Delphi.
BlueCat: Why not make the hiding of emails optional, but have the default set to hide it? That would seem to make more sense to me.
I'll add them to my 'one day I will...' list
William Cairns
My Games: http://www.cairnsgames.co.za (Currently very inactive)
MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)
I've completed AIMoths:
Screen Shots:
Source Code Only
http://www.cairnsgames.co.za/dgdev/moths/aimothssrc.zip
http://www.cairnsgames.co.za/dgdev/moths/aimoths.zip
William Cairns
My Games: http://www.cairnsgames.co.za (Currently very inactive)
MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)
I'm going to be doing a super, mega, neato flocking-like behavior example. heh.
-3d ogl a must for the eye-candy
-I think it will be the most advanced display of this type of artificial emergence (both visually, with the graphics, and with the concepts).
-I hope there are more entries from this group (i'll provide some basic source showing very simple flocking)
-As Alimonster mentioned in the Artificial Life Forum, http://www.riversoftavg.com/flocking.htm has a working example (albeit muddied with the components and at its core only a very simple implementation)
I hope we have some contestants - ask here on dgdev or email me if you have any questions (tclinecompappii AT hotSPAMmail DOT com)
luck
I will be doing an entry. I first need to get a game done for the other Competition (Deadline 21st October).
I am not sure what sort of rule based emergent behaviour to make...
William Cairns
My Games: http://www.cairnsgames.co.za (Currently very inactive)
MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)
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