In Real-Time Strategy(RTS) games, path-finding is the fundamental issue that needs to be tackled by artificial-intelligence(AI). The game would be hardly playable without it or head-scratching if the search algorithm is buggy. The issue has long been investigated many years ago and one of the present-day standard solution is the A*(A-star) search algorithm, which is used to find the least-cost path from point A to point B, out of many possible routes.
Recently, Gas Powered Games' Chris Taylor highlighted their state of the art path-finding system, Flowfield, used in their latest release, Supreme Commander 2.
The demonstration is fascinating and shows the difference between their new Flowfield system and tradition A* algorithm in action. We can see that the new system is good at keeping the formation of a large group of units when they move across other moving obstacles, while the A* system would be a bit chaotic in similar situations.
It is good for players to know that developers are bringing new technologies onto the table to improve the gaming experience, and sometimes we are interested to know how. Taylor mentioned that their research is based on the University of Washington's Crowd Continuum Research. The Continuum Crowds is a real-time crowd modeling research that simulates the smooth flow motion of large crowds.
Instead of treating every unit as an individual object to search their own path as in A*, the continuum approach analyses the map with dynamic obstacles to create a vector field for the whole group of units, where they are treated as particles on the field. Discomfort is added around obstacles so that units can flow around the areas of high congestion. As the continuum approach plans the behavior for everyone at once, the simulation can be faster and collision are much reduced.
However, this advantage is limited to the situation when the group is having common goals and it is assumed that every individual already knows the dynamic properties of the environment.
28.3.10
18.3.10
理大管弦樂團週年演出(2010)
三月十六日的週年演出,我作為第二小提琴樂手的身份演奏,也作為第六屆幹事會的身份協助了它的誕生。這場演出對我來說彷彿應該很有感觸,當有一份渾灑熱血的情懷,別人是這樣期待的,可是它給我的感覺則似是平淡如水,再混入一息慨嘆,更像是一杯咖啡:聞它的香味,誘人無比,再呻它一口,先有淡淡的苦澀、後有點點酸和甜的味道,然後混在一起……是獨特的風味而不是澎湃的感覺。
對我來說,演出的時刻非常的短暫,並且沒有滿心期待和緊張的心情。相反地,平日練習帶給我的歡愉和事前準備的投入感,我覺得更珍貴。
作為樂團的樂手經歷過好幾次的表演,已經習慣了一班人在台上表演,不過我對這一次算得上最沒有自信……一方面是自己從沒有認真地抽時間練習,另一方面覺得它的曲目實在太難駕馭了。表演的時候,除了聽到管樂部份偶然明顯地入錯拍子,弦樂部份音量大小不協調外,當然也不會少得自己頻頻走音和糊混過關時的發出噪音啦!很慚愧、羞恥的演出……不禁要自問,你在演甚麼?
以前的在另—個弦樂團裡是幾乎不容許有一個錯音的,那時的練習真的為了演技、為觀眾的享受而練習;而在理大管弦樂團,我覺得練習是享樂、感受的時間,週年表演卻是苟且偷生,結果似乎是為了自己而演,演羞恥,沒有愛,沒有意義。
不過,能令觀眾可以放鬆一下和見識多一點音樂,我仍有這點希望。
作為幹事會成員,我只本著回饋和為同好貢獻的心態出一臂之力,並未至於有股火熊熊的熱誠要盡善盡美,若能跟著前人的腳步,再踏多一小步,已經心滿意足了。在這次週年演出的確花上不少時間,但如果說「全年的服務都是為了週年演出的一刻」,我不認同,也感受不到,畢竟它不能象徵樂團的一切,許多活動和平常的日子都值得欣賞和享受,都要出汗。
付出並不是沒有收獲的:編過樂曲簡介之後,我更加想象到柴可夫斯基的葉甫蓋尼.奧涅金那兩幕舞曲的環境,又更認識了德弗札克,令我對G大調第8號交響曲開首的G小調部份添了感情;想不到連坐在石檯賣票都會有人提出來稱讚……其實我都會對其他幹事及非幹事的這種付出都會感到讚嘆,也會欣賞「會欣賞別人的人」。(也包括自己,哈哈哈!)
團內和團外的支持都給我不少鼓勵,就是多了他們不同形式的鼓勵,讓我生活得更開心。要感謝的人很多,特別想鳴謝的是合作的幹事AV、阿米、Vienna和麒哥,還有出口又出力的前幹事Allen,希望多謝的其實還有Olivia、Ginger、小迪、Carman、黑豬、阿麟、Alice、阿闊、Jacky、Vincent、Steven、Terry……
數著數著,每人在我心裡都泛起一片片的漣漪,整件事開始變得不再平淡,而且充滿色彩,就是因為你們在我心裡和生命裡的舞台上演出過。
對我來說,演出的時刻非常的短暫,並且沒有滿心期待和緊張的心情。相反地,平日練習帶給我的歡愉和事前準備的投入感,我覺得更珍貴。
作為樂團的樂手經歷過好幾次的表演,已經習慣了一班人在台上表演,不過我對這一次算得上最沒有自信……一方面是自己從沒有認真地抽時間練習,另一方面覺得它的曲目實在太難駕馭了。表演的時候,除了聽到管樂部份偶然明顯地入錯拍子,弦樂部份音量大小不協調外,當然也不會少得自己頻頻走音和糊混過關時的發出噪音啦!很慚愧、羞恥的演出……不禁要自問,你在演甚麼?
以前的在另—個弦樂團裡是幾乎不容許有一個錯音的,那時的練習真的為了演技、為觀眾的享受而練習;而在理大管弦樂團,我覺得練習是享樂、感受的時間,週年表演卻是苟且偷生,結果似乎是為了自己而演,演羞恥,沒有愛,沒有意義。
不過,能令觀眾可以放鬆一下和見識多一點音樂,我仍有這點希望。
作為幹事會成員,我只本著回饋和為同好貢獻的心態出一臂之力,並未至於有股火熊熊的熱誠要盡善盡美,若能跟著前人的腳步,再踏多一小步,已經心滿意足了。在這次週年演出的確花上不少時間,但如果說「全年的服務都是為了週年演出的一刻」,我不認同,也感受不到,畢竟它不能象徵樂團的一切,許多活動和平常的日子都值得欣賞和享受,都要出汗。
付出並不是沒有收獲的:編過樂曲簡介之後,我更加想象到柴可夫斯基的葉甫蓋尼.奧涅金那兩幕舞曲的環境,又更認識了德弗札克,令我對G大調第8號交響曲開首的G小調部份添了感情;想不到連坐在石檯賣票都會有人提出來稱讚……其實我都會對其他幹事及非幹事的這種付出都會感到讚嘆,也會欣賞「會欣賞別人的人」。(也包括自己,哈哈哈!)
團內和團外的支持都給我不少鼓勵,就是多了他們不同形式的鼓勵,讓我生活得更開心。要感謝的人很多,特別想鳴謝的是合作的幹事AV、阿米、Vienna和麒哥,還有出口又出力的前幹事Allen,希望多謝的其實還有Olivia、Ginger、小迪、Carman、黑豬、阿麟、Alice、阿闊、Jacky、Vincent、Steven、Terry……
數著數著,每人在我心裡都泛起一片片的漣漪,整件事開始變得不再平淡,而且充滿色彩,就是因為你們在我心裡和生命裡的舞台上演出過。
9.3.10
Mass Effect 2
Mass Effect 2(ME2) is undoubtedly one of my favourite in this season. It deserves a 9/10.
The story telling in ME2 is cinematic. It is so film-like that my mum has asked me a few times if I am watching movies when the dialogue is on the flow. BioWare has done a great job in illustrating human facial expressions in which we can tell whether the character is frustrated, frightened, angry, flirting and etc. They are rather realistic compared to other RPGs and are not over-exaggerated in most regards. In very most of the time, the gestures and body postures are natural. Their study in psychology has been made useful in bringing the character to life before our eyes.
The game reminds 'the good old times' when I was playing Star Wars: Knights of the Old Republic II The Sith Lords which is developed by Obsidian Entertainment. ME2 feels more action-oriented to me, due to the streamlined transition between the fighting action with the story telling and the timed decision making feature. However, the story seems too short to me and comparative to other RPGs. I am told that it is commerically make sense because EA and BioWare wanted to play safe.
The timed decision making feature did bring several memorable moments to me.[Spoiler] For example, when my protagonist was on the Krogan planet Tuchanka and ready to participate a ritual of my Krogan crew, a green Krogan(didn't remember his name) taunted me. I thought would have punched him if I, even as a gentleman, had adapted the Krogan culture. Then the option popped out and I clicked within a second. My protagonist hitted that Krogan with his head. It followed that their shaman said something that I really enjoyed, "Ah Hah~! I like this human. He knows the way of Krogans.", which made me feeling immerged into the sci-fi opera.
I played my style as an infiltrator(Yeah~ sniping and cloaking). I am so glad that I can keep every team members, including myself, alive and completed the suicide mission in my first play-through, where I attempted to pick all choices from heart. The good ending cutscene made me feeling lucky and successful and it was stunning. There were times that I worried about having a bad ending because I couldn't get the loyalty from Jack, the subject Zero, where all other crews are loyal to me and I liked them. I guess I could have failed if it is a Japanese game. There are different styles in making and playing games between Japanese and the Westerns. Anyway, ME2 is made voluptuous for the masses.
The story telling in ME2 is cinematic. It is so film-like that my mum has asked me a few times if I am watching movies when the dialogue is on the flow. BioWare has done a great job in illustrating human facial expressions in which we can tell whether the character is frustrated, frightened, angry, flirting and etc. They are rather realistic compared to other RPGs and are not over-exaggerated in most regards. In very most of the time, the gestures and body postures are natural. Their study in psychology has been made useful in bringing the character to life before our eyes.
The game reminds 'the good old times' when I was playing Star Wars: Knights of the Old Republic II The Sith Lords which is developed by Obsidian Entertainment. ME2 feels more action-oriented to me, due to the streamlined transition between the fighting action with the story telling and the timed decision making feature. However, the story seems too short to me and comparative to other RPGs. I am told that it is commerically make sense because EA and BioWare wanted to play safe.
The timed decision making feature did bring several memorable moments to me.[Spoiler] For example, when my protagonist was on the Krogan planet Tuchanka and ready to participate a ritual of my Krogan crew, a green Krogan(didn't remember his name) taunted me. I thought would have punched him if I, even as a gentleman, had adapted the Krogan culture. Then the option popped out and I clicked within a second. My protagonist hitted that Krogan with his head. It followed that their shaman said something that I really enjoyed, "Ah Hah~! I like this human. He knows the way of Krogans.", which made me feeling immerged into the sci-fi opera.
I played my style as an infiltrator(Yeah~ sniping and cloaking). I am so glad that I can keep every team members, including myself, alive and completed the suicide mission in my first play-through, where I attempted to pick all choices from heart. The good ending cutscene made me feeling lucky and successful and it was stunning. There were times that I worried about having a bad ending because I couldn't get the loyalty from Jack, the subject Zero, where all other crews are loyal to me and I liked them. I guess I could have failed if it is a Japanese game. There are different styles in making and playing games between Japanese and the Westerns. Anyway, ME2 is made voluptuous for the masses.
1.3.10
理工大學青雲路計劃2.0 (IED) [續]
……我希望在這裡寫一點感想,一方面可以令未參加過的人了解多一點,另一方面可以從「非官方」的渠道和角度來抒發感受,因為我以往在網上找到的對這課程的個人感想並不算多,但疑團倒是較多。
有傳青雲路是個洗腦營,據David本人在營前會說:「洗腦」多帶貶意,他並不希望這形容帶含著貶意流傳,但他承認營內的過程是一種洗腦,將不良的觀念除去,並教導正確的價值。我記得在參加半年前問過一位剛剛經歷過這訓練營的好友,他們引述導師說:其實人都已經至少十八歲了,要幾天內改造思想根本非常跟難,而且成人有自控能力,如果不想開放改變,人家也逼不得。而營後我的個人版本就是重返幼稚園:裡面有音樂、有拍手、有擁抱、有歡笑、有涕淚,要舉手搶答問題,要與營友一齊比賽玩遊戲,要聽課,又要做家課……只是自己要照顧自己和朋友,課題較多、較深,整體感覺就是幼稚園式教育。「興奮」程度的話,他與外國著名的安東尼‧羅賓 (Anthony Robbins)相比,大概也算差不多,而講課內容多是至理名言,是否陳腔濫調實在見人見智。
歸根究底,幾天內煥然一新,變要成一個全新的人是幾乎不可能的,自強不息、自我反省和改造是一個慢長的過程,而且很多書都會說習慣決定人格、決定未來之類的話……對我來說,我的心意早已有成長和改變的渴求,青雲路訓練營只是一塊踏腳石或者是一袋肥料,心態和目標才是關鍵,而我覺得,先知先覺地走進去,肯定比不知不覺地渾過去的得著有天淵之別。
當然其中也會有一些不錯的即時意外收獲,例如David曾教結領呔如何加個酒窩(dimple),以此令自己表現得更有文化。自從我學會這個以後就突然多了幾次有人讚我結領呔好看,以前努力細心地結都沒有受到讚賞,原來就差這一點點,此後我更懂得欣賞別人結的呔了,真開心!
除了David大師以外,其他導師也挺能觀人入微,例如Billy和Vienna知道我曾經在「猿人泰山」提出過熟慮的意見,但未被團隊注意(被一些自信太強的人搶了來說),知道我沒有堅持發表……
雖然要自信地發表不是我的目標之一,不過我發現這個弱點之後,大概有點失落。到旅程的後期還有一個過橋的遊戲,我也是重蹈覆轍……我怕這情況會改不了。另外,導師Liza沒有怪責我發表沮喪的分享,讓我感到託異,她更欣賞我的忠於內心感受和誠實的勇氣。我初以為Liza是想安撫我,後來便覺得她想支持我保持真誠和反思自己逃避意見衝突和決乏堅持的弱點。
總括來說,我覺得青雲路是個領袖才能和個人成長的新生營(Orientation Camp),有刺激難忘的,也有不樂意參與的部份,有哭、有笑、有血汗,它可以培訓領袖的素質,因為它有個安全和有指導的環境下促使學員認識自己、他人及領袖的特質,並嘗試突破不同的懦弱層面。不過到最後,如何應用和培養這些素質,還是把握在自己的手上。
有傳青雲路是個洗腦營,據David本人在營前會說:「洗腦」多帶貶意,他並不希望這形容帶含著貶意流傳,但他承認營內的過程是一種洗腦,將不良的觀念除去,並教導正確的價值。我記得在參加半年前問過一位剛剛經歷過這訓練營的好友,他們引述導師說:其實人都已經至少十八歲了,要幾天內改造思想根本非常跟難,而且成人有自控能力,如果不想開放改變,人家也逼不得。而營後我的個人版本就是重返幼稚園:裡面有音樂、有拍手、有擁抱、有歡笑、有涕淚,要舉手搶答問題,要與營友一齊比賽玩遊戲,要聽課,又要做家課……只是自己要照顧自己和朋友,課題較多、較深,整體感覺就是幼稚園式教育。「興奮」程度的話,他與外國著名的安東尼‧羅賓 (Anthony Robbins)相比,大概也算差不多,而講課內容多是至理名言,是否陳腔濫調實在見人見智。
歸根究底,幾天內煥然一新,變要成一個全新的人是幾乎不可能的,自強不息、自我反省和改造是一個慢長的過程,而且很多書都會說習慣決定人格、決定未來之類的話……對我來說,我的心意早已有成長和改變的渴求,青雲路訓練營只是一塊踏腳石或者是一袋肥料,心態和目標才是關鍵,而我覺得,先知先覺地走進去,肯定比不知不覺地渾過去的得著有天淵之別。
當然其中也會有一些不錯的即時意外收獲,例如David曾教結領呔如何加個酒窩(dimple),以此令自己表現得更有文化。自從我學會這個以後就突然多了幾次有人讚我結領呔好看,以前努力細心地結都沒有受到讚賞,原來就差這一點點,此後我更懂得欣賞別人結的呔了,真開心!
除了David大師以外,其他導師也挺能觀人入微,例如Billy和Vienna知道我曾經在「猿人泰山」提出過熟慮的意見,但未被團隊注意(被一些自信太強的人搶了來說),知道我沒有堅持發表……
雖然要自信地發表不是我的目標之一,不過我發現這個弱點之後,大概有點失落。到旅程的後期還有一個過橋的遊戲,我也是重蹈覆轍……我怕這情況會改不了。另外,導師Liza沒有怪責我發表沮喪的分享,讓我感到託異,她更欣賞我的忠於內心感受和誠實的勇氣。我初以為Liza是想安撫我,後來便覺得她想支持我保持真誠和反思自己逃避意見衝突和決乏堅持的弱點。
總括來說,我覺得青雲路是個領袖才能和個人成長的新生營(Orientation Camp),有刺激難忘的,也有不樂意參與的部份,有哭、有笑、有血汗,它可以培訓領袖的素質,因為它有個安全和有指導的環境下促使學員認識自己、他人及領袖的特質,並嘗試突破不同的懦弱層面。不過到最後,如何應用和培養這些素質,還是把握在自己的手上。
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