Artificial Intelligence | Game Development | Random Stuff
Random Walking is a handy technique to have in your gamdev toolbelt and - despite the name - it is most useful for everything but actual walking. With random walking, we define the output of a process that can be described sequence of random steps. The main difference with a random sequence is that each new value will be statistically near the previous one. Imagine a gold price chart and assume that the current cost is 10€ for 1g of gold. We cannot guess what will be the price in one hour but we can be sure that it will be around 10€ per gram, maybe 9.5€, maybe 10.5€. What is certain, is that a sudden drop to 1€ per gram would be deeply unlikely.
In this article, we will talk briefly about random walking and its ability to simulate many real-world processes such as resources prices, temperature, floating objects position over time, and much more.... ➦
Here we are again for this monthly update. I wanted to put other blog posts in between, but I had super busy days; both in work, and in private life, and psychologically. November has been a challenging month. But let’s start from the beginning.... ➦
It is November. The Holiday season is upon us! And, most important, I am back after a 6-month hiatus. What happened in this months? Why it took so long? Let’s go over this step by step in this kind of “release notes” for myself.... ➦
I am a functional-oriented developer. I have a bit of expertise in game development, especially in Unity 3D. It comes naturally that I am interested in the obvious link between the two: F#.
F# is a functional language of the ML family born in the Microsoft Research and now developed by the F# Software Foundation. Of course, F# run on the .NET framework, the same as C#, the language used by Unity3D. It is clear, then, that we could use F# in Unity. And, in fact, we can with moderate easiness.
Should we? How easy is that? answering these questions is the goal of this article.... ➦
In these days I am reviewing CIG papers. At the moment, I am not active in academia, but I enjoy being around in the community. Even if only with this “simple” tasks.
This, however, makes me think about the state of scientific work in academia. At least in the computer science field. Something bothered me during my Ph.D. and I am sure it is related to that. (Note: I am talking about what I know, that is, the computer science and AI community) In general, researchers are evaluated on the number of publications. The number of publications is a proxy variable for measuring “quality”. Unfortunately, researchers know that and started to game the system. They try to publish more and to do that they need to lower the “quality” of their work. Because the medium used to communicate your work is a plain PFD file, the obvious way to cut work is to cut the implementation part.... ➦