Revisiting aoAIm

To say that my recent efforts have been directed in nearly every direction imaginable would be an understatement.  Though part of me feels guilty for not having made any substantial progress in algorithmic composition in about two weeks, I have indeed accomplished a great amount of work.  Having written a full procedural particle-deposition terrain engine from scratch and finished part of the multithreading code to allow continuous terrain generation in real-time, I definitely feel good about the productivity of the month, even if mGen's code stagnated.

Now, with the rekindling of my interest in c++ as a viable platform for development (thanks to the discovery of some libraries that should drastically reduce development time), I am revisiting the component of my previous research that could have benefited most from an object-oriented language: aoAIm, the general artificial intelligence engine.

Previously, work on aoAIm, which was actually quite successful in many respects (see previous entries) halted due to the growing complexity of managing an object-oriented engine in a language with no objective capabilities and little real intensive processing capabilities.  It is for this reason that I am now rewriting the aoAIm engine in c++, taking advantage of the object-oriented nature if the language.  I've had a few good ideas concerning heuristic function evaluation as well, which should allow me to go further with the engine this time.

Once again, it is tempting to question how this relates to algorithmic composition.  I have previously provided rationales for pursuing a general artificial intelligence model based on the possibility of such a model introducing a sort of purpose or deliberacy into the music.  Now, considering the newly-widened scope of the project, it is clear that a general intelligence model would have great applicability in other algorithmic art fields as well.

A true model of intelligence is something from which I cannot forever hide.  At some point, mGen will be bottlenecked by a lack of intelligence, rather than a lack of algorithm choices.