Archive for the 'Uncategorized' Category

24
Aug
10

1.0 release roadmap

I haven’t posted here in quite a while, so I think it’s time to catch up on the plans for twig. The main issue is that I’ll be teaching a class in the fall using Twig, so I’ve been working to make it easier for people who aren’t me to build new behaviors in the system by both refactoring codebase and building in a real scripting language (based on Scheme), along with a reimplementation of the behavior-based programming infrastructure we used to use in my lab for robot programming.

So suffice it to say that we’re close to the point where I’m ready to do a 1.0 release (we’ve been at 0.2 for a while). We have tools for authoring new motion behaviors in the scripting language, along with interactive in-game debugging. I’ll also be doing a simple behavior-tree implementation based on Chris Hecker’s BT system for Spore. Classes start in mid-september, so that will be my forcing function for putting up a 1.0 beta release, and then we’ll probably have new bug fix releases every week or so after that.

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24
Aug
10

Twig now on sourceforge

I should have posted this long ago, but Twig is now hosted on sourceforge. You can find it at:

http://sourceforge.net/projects/twig/

I’m still learning how to use sourceforge, but I assume it provides read-only access to the source tree. If not, I can create zip files of source releases.

30
Mar
09

Status update and release schedule

I haven’t posted much recently other than papers.  The school year tends to be hard for me because I teach what’s referred to as an overload (i.e. more courses than I’m normally supposed to).  The good news is that the quarter is over and I’m back from GDC and the AAAI Intelligent Narrative Technologies Symposium.  The bad news is that the new quarter starts tomorrow.

I’m behind on my self-imposed schedule for the next release of Twig.  The new release has the fast subgoaling code from the FDG paper, as well as new prop types, new actions, grabbing that’s integrated with reaching, sitting that’s integrated with locomotion, and a bunch of fixed and extensions to the RPC system.  It’s all done, I just haven’t finished porting some of the old controllers over to the new goal system.  And I need to do regression testing on the old episodes of the web comic.

However, I have a lot to think through and blog about from my week of conferencing, so I’ll try to do that first while it’s still fresh in my mind.  But I want to be sure to put it up before I’m sucked into further travel.  So one way or another, I’ll be posting it before my talks in Singapore mid-month.  If nothing else, I have 24 hours of flying time with just me and a laptop …

25
Oct
08

advice about distributing the code

I’ve been saying that I was going to distribute Twig open-source, which is true.  Any yet, there are no pointers to the code.  Why is that?  It’s because I haven’t had a chance to figure out some of the mechanics of distributing the code.  In particular, I haven’t figured out:

  • Which of the many open-source licenses to use (my inclination is to make it available for commercial use, since anyone trying to use it in a commercial product would likely want to reimplement it in C++ anyway).
  • Where to put the code.  The obvious possibilities are something like source forge, my own SVN server, or just a zip file on a web site that I periodically update.
  • Should I use a bugzilla, wiki, etc.

It looks at the moment like that default plan will be to use LGLP and my own SVN server.  But advice on any of these issues is welcome.  In the mean time, I am distributing the code informally; just drop me an email.

25
Oct
08

My AI blog

I should mention that I have another blog that isn’t restricted to talking about Twig.  It hasn’t been as active because I’ve been working on Twig, but you can find it at http://ianhorswill.wordpress.com.

25
Oct
08

episode 3

image I did this as a demo for the AIIDE talk.  As a consequence, it has some in jokes in it.  So be advised that AIIDE means “(Conference on) Artificial Intelligence and Interactive Digital Entertainment”, chaired this year by Michael Mateas of Facade fame, and AAAI means “Association for the Advancement of Artificial Intelligence”, the professional organization that sponsors it.  The ZIP file is available for download, but remember to install the XNA 2.0 redistributable if you haven’t already.




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