Although pre-service Health and Physical Education (HPE) teachers may be acquainted with media headlines categorizing intersex bodies as “deviant,” “non-biological,” “different,” and/or “non-natural” in their reporting on eligibility testing in women's elite sports, few appear to be familiar with what intersex includes and what these tests were designed to reveal. Drawing on Evan and Rich's advocacy to critically analyse body-policies with strong normative body-pedagogies, this chapter unpacks how athletes marked by this category cannot be understood as separate from the corporeal instructions and ‘authorities' that mark and regulate their bodily representation. The chapter inspires and encourages HPE teachers to take the ‘risk' of engaging students in disruptive practices which explore the inscription of power onto particular bodies and abilities in sports and how they as both pedagogues and members of society are all ethically implicated in these relations of power.
This paper presents an application of Hierarchical Task Network (HTN) planning to a squad-based military simulation. The hierarchical planner produces collaborative plans for the whole squad in real time, generating the type of highly coordinated behaviours typical for armed combat situations involving trained professionals. Here, we detail the extensions to HTN planning necessary to provide real-time planning and subsequent collaborative plan execution. To make full hierarchical planning feasible in a game context we employ a planner compilation technique that saves memory allocations and speeds up symbol access. Additionally, our planner can be paused and resumed, making it possible to impose a hard limit on its computation time during any single frame. For collaborative plan execution we describe several synchronization extensions to the HTN framework, allowing agents to participate in several plans at once and to act in parallel or in sequence during single plans. Overall, we demonstrate that HTN planning can be used as an expressive and powerful real-time planning framework for tightly coupled groups of in-game characters.
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