F.E.A.R.: shortest path for realistic AI

This is a bit of a different one, but I think it’s a decent showcase of Occam’s razor. I’ll be looking at how the enemy AI is designed in the video game F.E.A.R. F.E.A.R., Monolith Productions’ 2005 first-person shooter game, was critically acclaimed for having some of the best non-player...

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Clustering, the Bayesian way

I recently finished a report on Bayesian nonparametrics and I figured a post to motivate the excitement around the area would be warranted. Since most of what goes on under the hood when modelling your problem this way is some pretty involved pure mathematics, let’s start with a concrete-ish problem....

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The maths behind internet ads

The decision process behind websites serving specific ads was something I had wondered about for a while, so today I took the plunge and did some digging. Here’s what I came up with. When you perform a Google search, you usually get a list of ads that are relevant to...

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