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Author Archive : Gijs-Jan

Walk the Line - MCTS & Evaluation Functions

Gijs-Jan March 3, 2015 Uncategorized No Comments

As Monte Carlo Tree Search (MCTS) is becoming more popular in the world of Game AI, AI programmers are starting to discover when, and more importantly when not to use it. A very basic outline of MCTS is that at each iteration it tries to expand on the best action known thus far, simulating till

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Tips 'n Tricks - Debugging LibGDX & Artemis in Eclipse

Gijs-Jan September 24, 2014 Debugging, Game Development No Comments

So, debugging’s always fun. It’s the part of programming where we either have to acknowledge we’re fallible humans after all, or we can rage on some unknown piece of code written by someone else which “just doesn’t do what it should, gosh-darnit”. There are several ways you can make debugging a more friendly experience, and

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Xenonauts A.I. - Clustering

Gijs-Jan May 7, 2013 AI No Comments

One of the problems presented with Xenonauts is that the A.I. needs to construct squads of units ad-hoc. Besides the obvious examples where squads may split up or merge up to perform a task, we have the case where we do not want to define squads in the level definition. The A.I. should just be

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Promoting your App: Flurry Review

Gijs-Jan August 22, 2012 Uncategorized 8 Comments

After the somewhat disappointing impressions left by Admob, we turned to a different promotion service called AppCircle by the company Flurry. AppCircle differs from traditional advertising where you pay per view/click, by allowing the developer to pay per install. The AppCircle service (from a user perspective) is embedded in apps as an advertising service and

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Xenonauts A.I. - Knowledge Systems pt. 1

Gijs-Jan August 18, 2012 AI 12 Comments

A traditional approach in A.I. is to search for an optimal strategy for the agent to follow. This is done by using traditional search techniques to search through the set of all possible actions (and consequences) an agent can make. Alpha-Beta Search and Monte-Carlo Tree Search are examples of these search techniques. However, Xenonauts is

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Xenonauts A.I. - Introduction

Gijs-Jan August 18, 2012 AI No Comments

Foreword Welcome to the first in a series of posts on the A.I. implementation of Xenonauts, a game by GoldHawk Interactive! In this initial post I will outline the game itself, the requirements of the A.I. and the initial setup of my approach. For those of you not familiar with Xenonauts, I recommend a quick

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