46,801 research outputs found
Playing Smart - Artificial Intelligence in Computer Games
Abstract: With this document we will present an overview of artificial intelligence in general and artificial intelligence in the context of its use in modern computer games in particular. To this end we will firstly provide an introduction to the terminology of artificial intelligence, followed by a brief history of this field of computer science and finally we will discuss the impact which this science has had on the development of computer games. This will be further illustrated by a number of case studies, looking at how artificially intelligent behaviour has been achieved in selected games
Digital Ecosystems: Ecosystem-Oriented Architectures
We view Digital Ecosystems to be the digital counterparts of biological
ecosystems. Here, we are concerned with the creation of these Digital
Ecosystems, exploiting the self-organising properties of biological ecosystems
to evolve high-level software applications. Therefore, we created the Digital
Ecosystem, a novel optimisation technique inspired by biological ecosystems,
where the optimisation works at two levels: a first optimisation, migration of
agents which are distributed in a decentralised peer-to-peer network, operating
continuously in time; this process feeds a second optimisation based on
evolutionary computing that operates locally on single peers and is aimed at
finding solutions to satisfy locally relevant constraints. The Digital
Ecosystem was then measured experimentally through simulations, with measures
originating from theoretical ecology, evaluating its likeness to biological
ecosystems. This included its responsiveness to requests for applications from
the user base, as a measure of the ecological succession (ecosystem maturity).
Overall, we have advanced the understanding of Digital Ecosystems, creating
Ecosystem-Oriented Architectures where the word ecosystem is more than just a
metaphor.Comment: 39 pages, 26 figures, journa
Analytical modelling in Dynamo
BIM is applied as modern database for civil
engineering. Its recent development allows to preserve
both structure geometrical and analytical information. The
analytical model described in the paper is derived directly
from BIM model of a structure automatically but in most
cases it requires manual improvements before being sent
to FEM software. Dynamo visual programming language
was used to handle the analytical data. Authors developed
a program which corrects faulty analytical model obtained
from BIM geometry, thus providing better automation for
preparing FEM model. Program logic is explained and test
cases shown
Probabilistic Graphical Models on Multi-Core CPUs using Java 8
In this paper, we discuss software design issues related to the development
of parallel computational intelligence algorithms on multi-core CPUs, using the
new Java 8 functional programming features. In particular, we focus on
probabilistic graphical models (PGMs) and present the parallelisation of a
collection of algorithms that deal with inference and learning of PGMs from
data. Namely, maximum likelihood estimation, importance sampling, and greedy
search for solving combinatorial optimisation problems. Through these concrete
examples, we tackle the problem of defining efficient data structures for PGMs
and parallel processing of same-size batches of data sets using Java 8
features. We also provide straightforward techniques to code parallel
algorithms that seamlessly exploit multi-core processors. The experimental
analysis, carried out using our open source AMIDST (Analysis of MassIve Data
STreams) Java toolbox, shows the merits of the proposed solutions.Comment: Pre-print version of the paper presented in the special issue on
Computational Intelligence Software at IEEE Computational Intelligence
Magazine journa
Incorporating characteristics of human creativity into an evolutionary art algorithm
A perceived limitation of evolutionary art and design algorithms is that they rely on human intervention; the artist selects the most aesthetically pleasing variants of one generation to produce the next. This paper discusses how computer generated art and design can become more creatively human-like with respect to both process and outcome. As an example of a step in this direction, we present an algorithm that overcomes the above limitation by employing an automatic fitness function. The goal is to evolve abstract portraits of Darwin, using our 2nd generation fitness function which rewards genomes that not just produce a likeness of Darwin but exhibit certain strategies characteristic of human artists. We note that in human creativity, change is less choosing amongst randomly generated variants and more capitalizing on the associative structure of a conceptual network to hone in on a vision. We discuss how to achieve this fluidity algorithmically
Towards multiple 3D bone surface identification and reconstruction using few 2D X-ray images for intraoperative applications
This article discusses a possible method to use a small number, e.g. 5, of conventional 2D X-ray images to reconstruct multiple 3D bone surfaces intraoperatively. Each bone’s edge contours in X-ray images are automatically identified. Sparse 3D landmark points of each bone are automatically reconstructed by pairing the 2D X-ray images. The reconstructed landmark point distribution on a surface is approximately optimal covering main characteristics of the surface. A statistical shape model, dense point distribution model (DPDM), is then used to fit the reconstructed optimal landmarks vertices to reconstruct a full surface of each bone separately. The reconstructed surfaces can then be visualised and manipulated by surgeons or used by surgical robotic systems
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