Wordification

Friday, January 06, 2006

Been so long since I last entered.

So much has happened, I guess.

I guess it was when I found out that some people were reading this blog and didn't tell me about it.

You don't have to tell me for me know, actually.

I don't mind people reading this. But I don't want them to get the wrong idea of what I say. All this is is a log for me to look back on in the future, to relive a bit of the past in order to learn from for a better future. I only with to be in harmony with my peers and friends, and should this jeapordize that, then this will surely stop.

Anyway, its hard to filter stuff out, especially with the stuff thats been happening in camp.

When I found out that the my was a secret. That what everyone knew about it was a lie. I felt honored at first to hold such a responsibility to the future of the battalion. Then it hit me who the enemy was. And I felt like I didn't know who's side I was on.

But I closed one eye. Throughout the reconnaisance of the enemy, who didn't even suspect a thing. To the planning, and meetings, and execution.

A good soldier follows orders, after all.





Cohesion day today.

Why does ATI always like to bowl for cohesion days -_-;

I wanted to join the air rifle competition so badly after that. But ended up in the DOTA competition instead hahaha.

Sigh... what is it about firing guns thats so fun? Someone please tell me. Because I wanna know. Its like bowling actually. Irritatingly fun. Not like Dragonboat or Canoeing where you can bloody wack the water. If you hurl the bowling ball full blast chances are you will gutter ball. Same for shooting. Its a game of concentration, stability and nerve.


More artifical intelligence programming and research into the human psyche for gaming.

The conscious mind is a one-track thing. And that part of the mind is the main controller for the player's offensive strategy. He can either concentrate on rushing down, poking, guarding, running away, or mixing up. Any of these will show tell tall signs of what mode he is on. Even mixing up, though purposely erratic, the player will not be able to follow through his combos properly. This is because he is intentionally breaking his own rythms to bluff his opponent. But by consciously breaking his patterns up, he is also breaking up his combo rythm, attack timings and guardings.

Defence on the other hand, can be impulse controlled. This is because it is a reaction. Funny how offensive strategies must be a conscious effort whereas defence is automatic. This is probably because defence is not a strategy on its own. Just like an offensive combo is not a strategy on its own, yet is done with the timings in the player's head going off sub-consciously, much like a good pianist doesn't count his beats.

Similarly, ai cannot be an omni potent multi functioning program. It must have modes, ramdomly or decidedly selected based on situation or random variable, to emulate the player better.

An above average player can lure his enemy into better situations or scenarios for himself to attack his opponent with an advantage, or to get himself out of a disadvatages situation. This can also be emulated by an AI by simply remembering certain variables based on situations that he is in. More variables in the memory equals to better adaptability, and in the end you will have an artificial intelligence capable of learning about the opponent throughout the fight and using the opponent's strategy against him.

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