I was just thinking about the possability of the next Gameboy using Rev tech. It could possibly replace the need for an analog stick. Do you think Nintendo would use Rev tech in the next Gameboy? What about dual screens and a touch screen? Should the next Gameboy be backwards compatible with the DS?
Posted by: etoven - 30th December 2005, 12:24 PM - Forum: Ramble City
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TovenSolutions is cooking up something big! read the full article below:
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General Project Introduction
Posted by etoven on Friday, December 30, 2005 (EST)
TovenNet is now in the process of creating the worlds first, "Learning Computer". This computer will be able to learn on its own, comprehend natural lanuguage query, self protect it self, and allow for assted learning. </TD></TR><TR><TD class=Article_BodyCell>TovenNet AI Project Summery December 30, 2005
By Erich Toven
Introduction
TovenSolutions in an effort to further computer technology is now attempting to build the worlds first learning computer. This section of the site will detail every step in the process, and eventually provide real time demonstration of the final project.
Basic AI Skills
The TovenSolutions AI will be comprised of the following skills:
The engine will understand natural language query.
The NLQ engine will be composed as a engine module
The module can be modified by users will sufficent permission.
The module will be self modifing, correcting.
The module will roll back to the last working state at any compile or run time error.
Interperted query commands will be exicuted by process modules.
Process modules will be loaded/unloaded based on a configuration file.
Process modules can be modified by users with sufficent permissions.
Process modules will be self modifing, correcting.
Any process module will roll back to the last working state at any compile or run time error.
Restrictions will be placed on engine capibilities
The engine will parse natural language queries
The engine may gather information from remote websites. However the engine may not exicute remote website scrips, controls, or dynamic content.
The engine may store remote website content in varables.
The engine may store user specified content in varables of type, string, int, long, real, date, time. All other content stored in varables will be converted to a null value at the time of script compiling.
The engine will display content to the user via a web page interface. Displayed content may not consist of any script, control, or dynamic content of any kind. Offending content will be converted to an empty page at the time of module compiling, and the engine will be rolled back at the first offence.
The engine will allow for admin defined const, such as time$, date$, ext.
The engine will provide ruteens for user defined scripts
Such as NQL pasing ruteens.
String maniplation ruteens.
Data storage ruteens
Web content ruteens
Varable manpulation ruteens
Data & Time manpulation ruteens
The engine will have the ability to constuct and maintain it's own code using only the above available ruteens.
All data stored from user or engine created ruteens will be stored in either a default or a user specified knowledge file.
AI Components
A general configuration file
Knowledge files
NLQ Knowledge Files
Module files
A module file editor
An knowledge file editor
An NLQ file editor
A roll back cache
The engine beta will be published as a web component on this site, more to come....
Posted by: EdenMaster - 28th December 2005, 8:44 PM - Forum: Ramble City
- No Replies
Someone directed me to this little gem on AtomFilms.com. It's a thriller short called Prey Alone. It's only about 15 minutes long, it's got plenty of action, and it's got a great ending! Check it out!
As a first-person shooter, Geist fails for several reasons. The aiming system is broken, enemy AI is almost non-existent, you have an unlimited amount of ammo, and you only spend about 1/3 of the game with a gun. The reason Geist succeeds is because it isn't, stricly speaking, a true first-person shooter. Most of your time is spent solving puzzles and using your ghostly powers to move ahead rather than blasting everything that shows up in front of you.
The graphics in Geist aren't anything great, in fact it is often rather sub-par compared to other recent console games. However, it has a nice attention to detail and a decent art design that keeps the overall look of the game from suffering too much due to lacking technicals.
The controls don't work too well during shootouts since the aiming is hard to work properly, but the shooting aspect of the game is very muted and aside from a few places and some boss battles you won't spend much time concentrating on the downsides of the controls. For everything else it works just fine.
Were Geist really shines is in the gameplay. You constantly have to stop and think about your next move: what person [or animal] you'll need to get to the next area and how you're going to scare them enough to make use of them. If it weren't for this part of the game, Geist would just be another below-average shooter. With it however, Geist is a game that has it's flaws, but when it focuses on what it does best, it can be a lot of fun.
Don't let the low reviews frighten you away from this game. Once I figured out how it worked, I started having a lot of fun.
-Battalion Wars
-Geist
-Meteos
-Advance Wars DS
-Norelco electric shaver
-M [Criterion Collection]
-Le Samourai [Criterion Collection]
-Ikiru [Criterion Collection]
-Cromartie High School volume 4
-Star Wars Trilogy Box Set
-Hard-Boiled Wonderland and the End of the World
-The Third Policeman
-Knife of Dreams
-The Best of H.P. Lovecraft
-A bunch of chocolate
-Pizza Hut gift card