<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>赖勇浩（恋花蝶）的博客 - Game AI</title><link>http://blog.csdn.net/lanphaday/category/328648.aspx</link><description /><dc:language>zh-CN</dc:language><lastUpdateTime>Mon, 01 Sep 2008 10:16:00 GMT</lastUpdateTime><ttl>60</ttl><item><dc:creator>赖勇浩</dc:creator><title>如何成为一个游戏人工智能开发者</title><link>http://blog.csdn.net/lanphaday/archive/2008/07/10/2635783.aspx</link><pubDate>Thu, 10 Jul 2008 21:04:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2008/07/10/2635783.aspx</guid><wfw:comment>http://blog.csdn.net/lanphaday/comments/2635783.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2008/07/10/2635783.aspx#Feedback</comments><slash:comments>11</slash:comments><wfw:commentRss>http://blog.csdn.net/lanphaday/comments/commentRss/2635783.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2635783</trackback:ping><description>业界一直需要杰出的 AI 开发者，我想我可以在这里分享一些关于学习业界所需技术的看法，以帮助大家更好地进入游戏 AI 开发者的角色。&lt;img src ="http://blog.csdn.net/lanphaday/aggbug/2635783.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>赖勇浩</dc:creator><title>[游戏AI]实现掩蔽行为的策略</title><link>http://blog.csdn.net/lanphaday/archive/2008/06/10/2532999.aspx</link><pubDate>Tue, 10 Jun 2008 18:51:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2008/06/10/2532999.aspx</guid><wfw:comment>http://blog.csdn.net/lanphaday/comments/2532999.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2008/06/10/2532999.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/lanphaday/comments/commentRss/2532999.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2532999</trackback:ping><description>实现能够找掩护的战斗AI。&lt;img src ="http://blog.csdn.net/lanphaday/aggbug/2532999.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>赖勇浩</dc:creator><title>蒙特卡罗算法在游戏（围棋）AI中的应用</title><link>http://blog.csdn.net/lanphaday/archive/2008/05/04/2387034.aspx</link><pubDate>Sun, 04 May 2008 22:41:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2008/05/04/2387034.aspx</guid><wfw:comment>http://blog.csdn.net/lanphaday/comments/2387034.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2008/05/04/2387034.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/lanphaday/comments/commentRss/2387034.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2387034</trackback:ping><description>我们使用蒙特卡罗算法来评估一个着法有多好（差）。蒙特卡罗算法评估某一着法有多好（差）的方法是由两个随机AI（选择的着法完全随机）对一个给定的盘面下若干盘“虚拟棋”。从一个给定的盘面开始，然后对每一可行着法计算指定数量的后续着法完全随机的“虚拟棋”。之后，我们统计所有可行走法的平均值，以反映出“好”的着法。最后是选择有着最高的平均值的着法，蒙特卡罗AI在真正的棋局中应用这一着法。&lt;img src ="http://blog.csdn.net/lanphaday/aggbug/2387034.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>赖勇浩</dc:creator><title>从作弊到机器学习——足球AI概况</title><link>http://blog.csdn.net/lanphaday/archive/2008/02/03/2080411.aspx</link><pubDate>Sun, 03 Feb 2008 18:24:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2008/02/03/2080411.aspx</guid><wfw:comment>http://blog.csdn.net/lanphaday/comments/2080411.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2008/02/03/2080411.aspx#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://blog.csdn.net/lanphaday/comments/commentRss/2080411.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2080411</trackback:ping><description>通常而言，体育游戏的 AI 在结构上类似于 FPS 或 RTS 游戏：底层是控制和动画，中间层是个体的决策，上层是战术。但从每一层来看，它又与其它游戏大有不同。&lt;img src ="http://blog.csdn.net/lanphaday/aggbug/2080411.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>赖勇浩</dc:creator><title>有限状态机时代终结的10大理由</title><link>http://blog.csdn.net/lanphaday/archive/2008/01/28/2070675.aspx</link><pubDate>Mon, 28 Jan 2008 22:40:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2008/01/28/2070675.aspx</guid><wfw:comment>http://blog.csdn.net/lanphaday/comments/2070675.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2008/01/28/2070675.aspx#Feedback</comments><slash:comments>12</slash:comments><wfw:commentRss>http://blog.csdn.net/lanphaday/comments/commentRss/2070675.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2070675</trackback:ping><description>有限状态机在过去十年里变得非常流行，游戏开发者用它开发了很多极具趣味的游戏。但再好的事情也有个结束，是否到了使用比 FSM 更好的技术来完成 AI 逻辑的时代了？&lt;img src ="http://blog.csdn.net/lanphaday/aggbug/2070675.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>赖勇浩</dc:creator><title>2008年游戏人工智能的5大趋势与预言</title><link>http://blog.csdn.net/lanphaday/archive/2008/01/15/2045738.aspx</link><pubDate>Tue, 15 Jan 2008 18:02:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2008/01/15/2045738.aspx</guid><wfw:comment>http://blog.csdn.net/lanphaday/comments/2045738.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2008/01/15/2045738.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/lanphaday/comments/commentRss/2045738.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2045738</trackback:ping><description>上半部分预言涵盖了AAA级游戏业界和AI如何影响包括下一代控制台和PC的游戏的设计制作；下半部分的预言则更为深入技术细节，以便将它们应用到不同的游戏和降低预算。&lt;img src ="http://blog.csdn.net/lanphaday/aggbug/2045738.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>赖勇浩</dc:creator><title>游戏程序员谈GameAI</title><link>http://blog.csdn.net/lanphaday/archive/2008/01/10/2034358.aspx</link><pubDate>Thu, 10 Jan 2008 19:55:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2008/01/10/2034358.aspx</guid><wfw:comment>http://blog.csdn.net/lanphaday/comments/2034358.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2008/01/10/2034358.aspx#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://blog.csdn.net/lanphaday/comments/commentRss/2034358.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2034358</trackback:ping><description>一些AI方面的专家，他们都在不同的方面有所研究，在他们的指导下，将讨论各种类型的AI以及游戏设计者应该如何逐步解决这个问题。&lt;img src ="http://blog.csdn.net/lanphaday/aggbug/2034358.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>赖勇浩</dc:creator><title>AIPU——游戏人工智能专用处理器</title><link>http://blog.csdn.net/lanphaday/archive/2008/01/09/2032096.aspx</link><pubDate>Wed, 09 Jan 2008 15:45:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2008/01/09/2032096.aspx</guid><wfw:comment>http://blog.csdn.net/lanphaday/comments/2032096.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2008/01/09/2032096.aspx#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://blog.csdn.net/lanphaday/comments/commentRss/2032096.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2032096</trackback:ping><description>Intia 被设计用于开发最新的游戏，它在移动、感知模拟和地图分析方面有强劲的加速能力，部分加速可以达到同样的处理在 CPU 上的200倍效率。&lt;img src ="http://blog.csdn.net/lanphaday/aggbug/2032096.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>状态驱动的游戏智能体设计（下）</title><link>http://blog.csdn.net/lanphaday/archive/2007/07/08/1683072.aspx</link><pubDate>Sun, 08 Jul 2007 23:17:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/07/08/1683072.aspx</guid><wfw:comment>http://blog.csdn.net/lanphaday/comments/1683072.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/07/08/1683072.aspx#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://blog.csdn.net/lanphaday/comments/commentRss/1683072.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1683072</trackback:ping><description>最简明易懂的有限状态机文章，来自游戏人工智能大师Mat Buckland！&lt;img src ="http://blog.csdn.net/lanphaday/aggbug/1683072.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>状态驱动的游戏智能体设计（中）</title><link>http://blog.csdn.net/lanphaday/archive/2007/07/03/1677115.aspx</link><pubDate>Tue, 03 Jul 2007 19:04:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/07/03/1677115.aspx</guid><wfw:comment>http://blog.csdn.net/lanphaday/comments/1677115.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/07/03/1677115.aspx#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://blog.csdn.net/lanphaday/comments/commentRss/1677115.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1677115</trackback:ping><description>最简明易懂的有限状态机文章，来自游戏人工智能大师Mat Buckland！&lt;img src ="http://blog.csdn.net/lanphaday/aggbug/1677115.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>状态驱动的游戏智能体设计（上）</title><link>http://blog.csdn.net/lanphaday/archive/2007/06/24/1664369.aspx</link><pubDate>Sun, 24 Jun 2007 11:05:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/06/24/1664369.aspx</guid><wfw:comment>http://blog.csdn.net/lanphaday/comments/1664369.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/06/24/1664369.aspx#Feedback</comments><slash:comments>6</slash:comments><wfw:commentRss>http://blog.csdn.net/lanphaday/comments/commentRss/1664369.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1664369</trackback:ping><description>最简明易懂的有限状态机文章，来自游戏人工智能大师Mat Buckland！&lt;img src ="http://blog.csdn.net/lanphaday/aggbug/1664369.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>[转]Amit's Astar Page中译文</title><link>http://blog.csdn.net/lanphaday/archive/2007/06/18/1656847.aspx</link><pubDate>Mon, 18 Jun 2007 18:09:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/06/18/1656847.aspx</guid><wfw:comment>http://blog.csdn.net/lanphaday/comments/1656847.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/06/18/1656847.aspx#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://blog.csdn.net/lanphaday/comments/commentRss/1656847.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1656847</trackback:ping><description>基本上，这文章可以说是最佳A*算法文档。极力推荐！&lt;img src ="http://blog.csdn.net/lanphaday/aggbug/1656847.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>[python]有限状态机（FSM）简单实现</title><link>http://blog.csdn.net/lanphaday/archive/2007/02/15/1510688.aspx</link><pubDate>Thu, 15 Feb 2007 16:43:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/02/15/1510688.aspx</guid><wfw:comment>http://blog.csdn.net/lanphaday/comments/1510688.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/02/15/1510688.aspx#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://blog.csdn.net/lanphaday/comments/commentRss/1510688.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1510688</trackback:ping><description>本文简单谈谈FSM的面向对象方式实现.&lt;img src ="http://blog.csdn.net/lanphaday/aggbug/1510688.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>[Python]profile优化实践(基于A*算法)</title><link>http://blog.csdn.net/lanphaday/archive/2007/02/04/1502290.aspx</link><pubDate>Sun, 04 Feb 2007 21:41:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/02/04/1502290.aspx</guid><wfw:comment>http://blog.csdn.net/lanphaday/comments/1502290.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/02/04/1502290.aspx#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://blog.csdn.net/lanphaday/comments/commentRss/1502290.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1502290</trackback:ping><description>在《用profile协助程序性能优化》一文中，我们学习了python用以协助性能优化的模块——profile/hotshot/timeit等，但缺少一个实例来让我们动手尝试，今天我拿以前写的A*算法的python实现来开刀，临床实验。&lt;img src ="http://blog.csdn.net/lanphaday/aggbug/1502290.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>[炒冷饭]人机对弈编程概述</title><link>http://blog.csdn.net/lanphaday/archive/2007/01/20/1488279.aspx</link><pubDate>Sat, 20 Jan 2007 10:31:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/01/20/1488279.aspx</guid><wfw:comment>http://blog.csdn.net/lanphaday/comments/1488279.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/01/20/1488279.aspx#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://blog.csdn.net/lanphaday/comments/commentRss/1488279.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1488279</trackback:ping><description>这是一个PPT转成PDF格式的文件，是一年前我在公司跟大家介绍人机对弈编程方面的技术的时候编写的。里面介绍了人机对弈编程的几个方面。&lt;img src ="http://blog.csdn.net/lanphaday/aggbug/1488279.aspx" width = "1" height = "1" /&gt;</description></item></channel></rss>