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The Challenges and Solutions of Controlling AI
AI has the potential to transform our lives, but we must address concerns about losing control over it. #AIethics #AIcontrol #transparency
Artificial Intelligence (AI) has become a ubiquitous technology that has the potential to transform many aspects of our lives. However, there are growing concerns about the potential risks associated with AI, including the possibility of losing control over it. In this blog post, we discuss the challenges and solutions of controlling AI.
One of the challenges of controlling AI is the potential…
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Savant là hệ thống điều khiển nhà thông minh – smart home đến từ Hoa Kỳ (Mỹ). Savant bắt đầu bằng việc thiết kế và sản xuất các giải pháp về nhà thông minh tự động hóa với tính chất độc bản phục vụ cho giới siêu giàu.
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5 Greatest Mysteries of the Universe
Are we alone in the universe? Can time travel become a reality? The truth about AI and lost civilizations. Join us as we delve into the greatest mysteries of the cosmos. #ExtraterrestrialLife #TimeTravel #AIControl #LostCivilizations #FuturePredictions #ScienceFiction
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Setting Up The AI
This part I was probably most worried about because I didn’t know what to do, but with the help of the video I have been using for the past few posts, that can be found here: https://www.youtube.com/watch?v=nI1KcW3mjAA&t=4882s, I was able to get it done very easily, and I now know how to set it up, and how to do it again if I need to.
I began by Creating a DetourCrowdAIController, which I gave a PawnSensing component, and a view around it of 180 degrees. I then set the Base Enemy blueprint to be possessed by this AIController when it is spawned or placed in the world.
Next I went into the AI’s blueprint, and told it to on the event of possessing the Enemy, it was going to cast to it and set that character it was possessing as a variable, which I called enemy.
I then went into the Base Enemy Blueprint, and created a custom event called GoAfterPlayer, and set up the target in the inputs section, which appeared under the event.
After that I gave the ThirdPersonCharacter the tag Pablo, and returned to the AI’s blueprint, creating an ‘On See Pawn’ event, telling it to check if the actor it sees has the tag Pablo, and then if it does, its going to promote that pawn to a variable, and I’ve called it player target, to make sure it doesn't do this multple times, Ive dragged in a get PlayerTarget node, and converted it to a validated get, so it only runs the branch if it doesn't already exist. After this has all run, if it has located a pawn with the tag ‘Pablo’, it will trigger the custom GoAfterPlayer Event, where the enemy is thing being controlled, and the Player Target is the target.
Upon triggering the GoAfterPlayer event in the Enemy Base blueprint, it will activate an AI Move To, where the target on the GoAfterPlayer event, will be the player/Pablo. What I’ve set up from this point, wasn't influenced by the video, cause I had already learned this from an earlier part in the video, and from that point it went off into something that wasn't relevant to what I wanted in my game, so I made it that on success of reaching the Player, it would trigger another event in the EnemyBase blueprint called Attack, where it would apply damage to the player, stay still (stunned) for 2 seconds to give the player a chance to get away, and then it would retrigger the GoAfterPlayer event, and this will loop between the two events forever until either the player dies, or the enemy dies.
I had to redesign the players death code a little to be compatible with this new code I had added, which I excpected, so I added in the ‘Event AnyDamage’ node, and set up a new health system that connects back into the death screen and things I had set up before, and also just for debugging purposes and development for now I have also told it to print the players health every time they take damage.
After this, I will be setting up a wave spawning system, and polishing some other parts of my game, and once all the mechanics are done, I will begin to make and add the art to replace the blocked out version of my game its currently in
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