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- Subject: Re: Tools for high level game AI
- From: "steve donovan" <steve.j.donovan@...>
- Date: Fri, 5 Sep 2008 20:24:25 +0100
Well, one way would be to integrate Lua with the CLIPS expert system shell:
http://www.mikekreuzer.com/luaClips.htm
Refreshingly different from if-then-else, but something of a learning
curve; CLIPS also involves its own specialized LISP-like language.
I too would be interested in some more lightweight options for
specifiying facts and rules, which integrates better with Lua.
steve d.
On Fri, Sep 5, 2008 at 5:21 PM, Gedalia Pasternak <gedalia@gmail.com> wrote:
>
> Hi List,
> I've been incorporating Lua into my game/simulation engine for the last
> few months. I've found the coroutine support great for building hierarchical
> state machines, although I got a bit thrown by loosing "self" inside a
> coroutine.resume.
>
> I'm wondering if anyone can point me towards tools or sample code for
> doing things like fuzzy logic, Bayesian reasoning or hierarchical task
> networks in Lua. Although I get the feeling that HTN just requires a
> language designed for it. I'm just trying to do a survey of what tools might
> exist that might do a good job at making decisions inside of my AI, right
> now my if-then-else clauses aren't quite going to cut it.
>
> Thanks for any input.
> -gedalia
>
> --
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> http://www.gedalia.net
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