<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 - </title><link>category/328653.aspx</link><description /><dc:language>zh-CN</dc:language><lastUpdateTime>Tue, 10 Jun 2008 18:53:00 GMT</lastUpdateTime><ttl>60</ttl><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>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>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 ="aggbug/2532999.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>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>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 ="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>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>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 ="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>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>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 ="aggbug/2045738.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>赖勇浩</dc:creator><title>从HTML文件中抽取正文的简单方案</title><link>http://blog.csdn.net/lanphaday/archive/2007/08/13/1741185.aspx</link><pubDate>Mon, 13 Aug 2007 19:09:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/08/13/1741185.aspx</guid><wfw:comment>comments/1741185.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/08/13/1741185.aspx#Feedback</comments><slash:comments>11</slash:comments><wfw:commentRss>comments/commentRss/1741185.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1741185</trackback:ping><description>这篇文章主要介绍了从不同类型的HTML文件中抽取出真正有用的正文内容的一种有广泛适应性的方法。其功能类似于CSDN近期推出的“剪影”，能够去除页眉、页脚和侧边栏的无关内容，非常实用。其方法简单有效而又出乎意料，看完后难免大呼原来还可以这样！行文简明易懂，虽然应用了人工神经网络这样的算法，但因为FANN良好的封装性，并不要求读者需要懂得ANN。全文示例以Python代码写成，可读性更佳，具有科普气息，值得一读。&lt;img src ="aggbug/1741185.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>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>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 ="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>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>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 ="aggbug/1677115.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>Python、Lua和Ruby——脚本大P.K.</title><link>http://blog.csdn.net/lanphaday/archive/2007/07/01/1674808.aspx</link><pubDate>Sun, 01 Jul 2007 23:23:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/07/01/1674808.aspx</guid><wfw:comment>comments/1674808.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/07/01/1674808.aspx#Feedback</comments><slash:comments>8</slash:comments><wfw:commentRss>comments/commentRss/1674808.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1674808</trackback:ping><description>Python、Lua和Ruby这三种语言中的哪一种更合适你的项目？很大程度取决于你想达到什么样的目标。作为一书的结尾，在这一节里，我会描述一下它们各自的优点和不足。&lt;img src ="aggbug/1674808.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>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>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 ="aggbug/1664369.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>OpenMP与C++：事半功倍地获得多线程的好处(下)</title><link>http://blog.csdn.net/lanphaday/archive/2007/02/11/1507834.aspx</link><pubDate>Sun, 11 Feb 2007 20:09:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/02/11/1507834.aspx</guid><wfw:comment>comments/1507834.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/02/11/1507834.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>comments/commentRss/1507834.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1507834</trackback:ping><description>翻译一篇来自MSDN Mag的文章,非常好的OpenMP入门教程.  &lt;img src ="aggbug/1507834.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>OpenMP与C++：事半功倍地获得多线程的好处(上)</title><link>http://blog.csdn.net/lanphaday/archive/2007/02/06/1503817.aspx</link><pubDate>Tue, 06 Feb 2007 23:31:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/02/06/1503817.aspx</guid><wfw:comment>comments/1503817.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/02/06/1503817.aspx#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>comments/commentRss/1503817.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1503817</trackback:ping><description>翻译一篇来自MSDN Mag的文章,非常好的OpenMP入门教程.&lt;img src ="aggbug/1503817.aspx" width = "1" height = "1" /&gt;</description></item></channel></rss>