While working on Stilpo, I wrote a simple chat bot. This post takes a look at how it works and how it could be expanded. It’s based on ideas of Paradigms of Artificial Intelligence Programming: Case Studies in Common Lisp by Peter Norvig.
Command: Modern Air / Naval Operations
After finishing with Order Of Battle (and specifically with the Winter War DLC), I turned my eyes to something somewhat more modern: Command: Modern Air / Naval Operations (or CMANO for short) is warfare simulation developed by WarfareSims and published by Matrix Games.
The Theodosian Code – Studies in the imperial law of late antiquity
Codex Theodosianus is a compilation of Roman laws since roughly 310 until 440. The Theodosian Code is a collection of papers or studies relating to the Codex.
Bitten by Mutability
A cautious tale how having mutable data structure caused a curious bug.
Upcoming Hy: Mangling changes
Upcoming version of Hy will have some changes to how mangling works. This blog post looks at the current state and explains it in high level.
Order of Battle: World War II
On recent days I have been spending some time playing Order of Battle: World War II, so I decided to depart from the usual blog format of posting about code and post about games for a chance.
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n-queens puzzle solved in hy and cps
Tiny Rule Engine, the Final Post (for now)
This should be the last post in the series about Tiny Rule Engine. I have most of the features down and the part that is left is to actually learn to use them. And what could be a better way than trying our new shiny Tiny Rule Engine than solving n-queens puzzle.
Tiny Rule Engine, part (inc n)
Not too surprisinly, I’m still tinkering with the tiny rule engine. Specifically on how to add some logic into rules.
Tiny Rule Engine and Unification Woes
Work continues with tiny rule engine and I have encountered rather interesting design decision relating to unification, namely uniqueness of values.