This is a paper I wrote for ICFDG that takes some work from my previous life as a roboticist and applies it to Twig. However, it’s situated in a tradition that the games community, and even the present-day AI community isn’t very familiar with, so much of the paper is an attempt to survey and explain the literature on using combinational logic for inference – why you’d want to do it, why it’s limited, and what you can do to overcome some of the limitations. And even then, I’m worried that it won’t be transparent to the reader; not because it’s technically difficult, but just because the motivations won’t be clear. Anyhow, any advice would be welcome.
Archive for the 'Papers' Category
This is a longer, journal paper on Twig, submitted to the new journal IEEE Transactions on Computational Intelligence and AI in Games (full disclosure: I’m an associate editor). This paper documents a fair amount more than the AIIDE paper, including object manipulation scripting, and a little bit about the authoring tools.
Are here. AIIDE talks are only 15 minutes, so it’s super-compressed. But it does document some of the newer stuff like object manipulation.
Sorry. I should have posted this a while ago. This is a paper on Twig, the procedural animation system about which this blog is about. It’s for the AIIDE conference in Stanford in a little over a week or so. It’s short and incomplete but I’ll be writing a longer journal version and I’ll be posting information on the system here.
I also have a more general research blog that isn’t focused on Twig, but more on AI broadly construed.