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Social Game Artificial Intelligence
Social Game Artificial Intelligence
Ok, so colonies are setup. They spawn pioneers and you can control some options from the GUI (took a while and had to switch from C# to Javascript, neither of which we’ve used before).
Right now the pioneers just set off in random directions. They travel for a set amount of time and at a set speed. Then when they time out, they attempt to place a new colony. If the colony is too near another colony, they simply dont place the new one.
Next task is to add the colony sizing (colonies grow as resources allow) and the integration of pioneers such that if a pioneer cannot place a colony because of its proximity to a new one, the pioneer simply integrates back into the existing colony, adding to its population. Once we get that up and running and fix up a few UI issues so that there’s a maximum population and colony cap, we’ll put up a webplayer version. Never tried that before either 
Fun!
January 30, 2010 - 4:32 pm
I am looking forward to it!
January 31, 2010 - 3:15 am
Hey Phil: bit of a tangent here, but could you explain how it is that you're a researcher AND a game developer at the same time? Sounds like the perfect job to me: I'm torn between staying at uni and getting into AI research, or leaving after my Bachelor's and going into game development. The stable employment side of things is very tempting.
So how does it work?
February 11, 2010 - 1:00 am
I bet he just uses his free time for the simulation when he can. I also wouldn't mind an explanation, though.
February 11, 2010 - 6:00 am
I bet he just uses his free time for the simulation when he can. I also wouldn't mind an explanation, though.