In the begining, there was the idea.
This project was started in 1992. There was a lot of talk about
RTS and how
AI should
be implemented in games, and I decided to build a working
example.
Of course, it was not easy, and real life got in the middle.
But a working version (0.1.2) was released around the second
half in 2002. Afterwards, I stopped working with it until last
year, when I began reviewing the code.
So, what exactly is
SIMAI?
SIMAI is a simple, yet powerful AI simulator. It is divided in
two parts: the scripting engine and the graphical interface. The
scripting engine is based in the
logical paradigm.The logical paradigm first appeared as a concept in Japan
in the early 80's. Until then, the existing languages were not
good options for giving artificial intelligence to robots, so
they developed a new language based on a knowledge base. The
knowledge base contained facts (truths that could not be denied)
and rules to calculate more truths based in other facts. Robots
were able to store facts and rules, and could inphere new facts
following those rules(in example, if the robot knew birds
could fly, and that a hawk is a bird, it was able
to inphere that a hawk could fly, even if its own
knowledge base didn't have that fact.
Logical paradigms
are useful, thus, in operations that require a limited range of
artificial intelligence.
In the begining, there was the idea.