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Well, one way would be to integrate Lua with the CLIPS expert system shell:

Refreshingly different from if-then-else, but something of a learning
curve; CLIPS also involves its own specialized LISP-like language.

I too would be interested in some more lightweight options for
specifiying facts and rules, which integrates better with Lua.

steve d.

On Fri, Sep 5, 2008 at 5:21 PM, Gedalia Pasternak <> wrote:
> Hi List,
>   I've been incorporating Lua into my game/simulation engine for the last
> few months. I've found the coroutine support great for building hierarchical
> state machines, although I got a bit thrown by loosing "self" inside a
> coroutine.resume.
>    I'm wondering if anyone can point me towards tools or sample code for
> doing things like fuzzy logic, Bayesian reasoning or hierarchical task
> networks in Lua. Although I get the feeling that HTN just requires a
> language designed for it. I'm just trying to do a survey of what tools might
> exist that might do a good job at making decisions inside of my AI, right
> now my if-then-else clauses aren't quite going to cut it.
> Thanks for any input.
> -gedalia
> --
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> cel: 917.776.8346 AIM: gedaliap
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