I design and build video-game combat, movement, and AI systems for a living.
When I’m not doing that, I’m either trying to make pretty pictures with Processing or harassing my dog.
noel at borstad.com
I design and build video-game combat, movement, and AI systems for a living.
When I’m not doing that, I’m either trying to make pretty pictures with Processing or harassing my dog.
noel at borstad.com
"Janus is an enterprise-ready open-source multi-agent platform fully implemented in Java 1.6. Janus enables developers to quickly create web, enterprise and desktop multiagent-based applications. It provides a comprehensive set of features to develop, run, display and monitor multiagent-based applications. Janus-based applications can be distributed across a network. Janus is built upon the CRIO organizational metamodel and supports the implementation of the concepts of role and organisation as first-class entities. It also natively manages the concept of recursive agents or holon. "
"Holonic multiagent systems (HMAS) offers a promising software engineering approach for developing complex open software systems. However the process of building Multi-Agent Systems (MAS) and HMAS is mostly different from the process of building more traditional software systems and it introduces new design and development challenges. This site introduces an agent-oriented software process for engineering complex systems called ASPECS. ASPECS is based on a holonic organisational metamodel and provides a step-by-step guide from requirements to code allowing the modelling of a system at different levels of details using a suite of refinement methods."
Holarchy is a word coined by Arthur Koestler. It is a combination between the Greek word 'holos' meaning whole and the word 'hierarchy'. It is a hierarchically organized structure of units or entities that are called 'Holons'. Each Holon could be regarded as either a whole or as a part depending on how one looks at it. A Holon will look as a whole to those parts beneath it in the hierarchy, but it will look as a part to the wholes above it. So, a Holarchy is then a whole that is also a structure of parts that are in themselves wholes.
As a player: Stealth tends to be an expressive mode of play. Even if there is still an element of “get from point A to point B”, or “find, engage and destroy”. Because stealth play implicates everything from my choice of low-level input, to my avatar’s animations, to the environmental geometry, to the AI, to the graphics and audio; it tends to yield a lot of interesting emergent gameplay opportunities.
Nevertheless, the mechanics of stealth games resemble The Maltese Falcon in significant ways. Snake, Garrett and Agent 47 are capable characters, using their environments to their advantage. The guards and civilians who populate these games blindly wander around or follow patrol routes; it never occurs to them that a bust could become a weapon, that a torch went out for a reason, or that a loud knock on the wall could be a distraction. But these ideas all occur to these stealth protagonists, and are necessary if the player is to progress. Like Sam Spade, they are completely fluent with the world they occupy, and must master it to succeed – unlike their less-capable opponents, who may have brute force on their side but cannot match the hero’s cunning.
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