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Notes For some basic information on FSMs see [HU79]. For more in-depth information on predefined behavior techniques, consult [Maes90,BBZ91,Tu99]. There are even some commercial character development packages that use HFSMs to define character behavior. See [Nayfeh93] for a fascinating discussion on maze-solving techniques. Many of the classic papers on planning can be found in [AHT90]. See [SK96] for some work on the use of stochastic techniques for planning. Prolog is the best known nondeterministic programming language and there are numerous references, for example see [Bratko90]. The complex action macro expansion is closely related to work done in proving properties of computer programs [GM96]. Our definitions are taken from those given in [LRLLS97]. A more up-to-date version, that includes support for concurrency, appears in [LLR99]. See [Stoy77] for the Scott-Strackey least fixed-point definition of (recursive) procedure execution. References [AHT90] J. Allen, J. Hendler, and A. Tate, editors. Readings in Planning. Morgan Kaufmann, San Mateo, CA, 1990. [BBZ91] N.I. Badler, B.A. Barsky, and D.Zeltzer, editors. Making Them Move: Mechanics, Control, and Animation of Articulated Figures. Morgan Kaufmann, San Mateo, 1991. [Bratko90] I. Bratko. PROLOG Programming for Artificial Intelligence. Addison Wesley, Reading, MA, 1990. [Funge99] J. Funge. AI for Games and Animation: A Cognitive Modeling Approach. A. K. Peters. Natick, MA, 1999. [GM96] J. A. Goguen and G. Malcolm. Algebraic Semantics of Imperative Programs. MIT Press, Cambridge, MA, 1995. [HU79] J. E. Hopcroft and J. D. Ullman. Introduction to Automata Theory, Languages, and Computation. Addison-Wesley, Reading, MA, 1979. [LLR99] Y. Lespérance, H. J. Levesque, and R. Reiter. A Situation Calculus Approach to Modeling and Programming Agents. In A. Rao and M. Wooldridge, editors, Foundations and Theories of Rational Agency. Kluwer, New York, 1999. (See also: www.cs.toronto.edu/cogrobo) [LRLLS97] H. Levesque, R. Reiter, Y. Lespérance, F. Lin, and R. Scherl. Golog: A Logic Programming Language for Dynamic Domains. Journal of Logic Programming, 31:59-84, 1997. [Maes90] P. Maes (editor). Designing Autonomous Agents: Theory and Practice from Biology to Engineering and Back. MIT Press, Boston, 1990. [Nayfeh93] B. A. Nayfeh. "Using a Cellular Automata to Solve Mazes." Dr. Dobb's Journal, February 1993. [SK96] B. Selman and H. Kautz. "Knowledge compilation and theory approximation." Journal of the ACM, 43(2):193-224, 1996. [Stoy77] J. E. Stoy. Denotational Semantics: The Scott-Strachey Approach to Programming Language Theory. MIT Press, Cambridge, MA, 1977. [Tu99] X. Tu. Artificial Animals for Computer Animation: Biomechanics, Locomotion, Perception, and Behavior. ACM Distinguished Ph.D Dissertation Series, Springer-Verlag, 1999. John Funge recently joined a research group at Sony Computer Entertainment America (SCEA) that investigates software issues related to the PlayStation. Previously John was a member of Intel's microcomputer research lab. He received a B.Sc. in Mathematics from King's College London in 1990, an M.Sc. in Computer Science from Oxford University in 1991, and a Ph.D. in Computer Science from the University of Toronto in 1997. For his Ph.D. John successfully developed a new approach to high-level control of characters in games and animation. John is the author of numerous technical papers and his new book "AI for Games and Animation: A Cognitive Modeling Approach" is one of the first to take a serious look at AI techniques in the context of computer games and animation. His current research interests include computer animation, computer games, smart networked devices, interval arithmetic and knowledge representation. ________________________________________________________ |
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