It has been more that three months since Pogamut 3 was released and we launched a new site. Let's see what happened since then and what we plan to bring in the future.
What we are working on:
- A new IPathExecutor – after using the current implementation for a while, we came up with some enhancements which will be introduced in version 3.1. We hope the API will be stable after this release.
- PogamutDEFCON – an interface for the DEFCON game build on top of the Gavialib.
- PojACT-R – an integration with the jACT-R library which implements ACT-R.
- Our cognitive architecture PojACT-R (which was finished about a year ago) has been refactored (due to changes within Pogamut) and new example bots are tested and available.
- We have experimented with planning for game bots. For that we have developed a few testing maps that are hard for bots that are based on reactive rules. We want to explore the usefulness of true planning in these levels.
- There is a pre-alpha version of our Finite State Machine Visual Editor, which might one day be an alternative to the SPOSH editor.
- Porting Gamebots to Unreal Development Kit (UDK) – we released our first version.
- We developed a proof of concept for connecting Pogamut to Half-Life 2. We are currently able to code simple bot behaviour in C++, and now we want extend it into Java.
Do you have a project built on top of the Pogamut platform? If true and you want it to be mentioned in the next release of "Pogamut quarterly" or have a link from the Pogamut homepage, then let us know
The Pogamut Team