14 research outputs found
Menjana pemodulatan lebar denyut (PWM) penyongsang tiga fasa menggunakan pemproses isyarat digital (DSP)
Baru-baru ini, penyongsang digunakan secara meluas dalam aplikasi industri.
Walaubagaimanapun, teknik Pemodulatan Lebar Denyut (PWM) diperlukan untuk
mengawal voltan keluaran dan frekuensi penyongsang. Dalam tesis ini, untuk
Pemodulatan Lebar Denyut Sinus Unipolar (SPWM) penyongsang tiga fasa adalah
dicadang menggunakan Pemproses Isyarat Digital (DSP). Satu model simulasi
menggunakan MATLAB Simulink dibangunkan untuk menentukan program
Pemodulatan Lebar Denyut Sinus Unipolar (SPWM) Program ini kemudian
dibangunkan dalam Pemproses Isyarat Digital (DSP) TMS320f28335. Hasilnya
menunjukkan bahawa voltan keluaran penyongsang tiga fasa boleh dikendalikan
GAMES: A new Scenario for Software and Knowledge Reuse
Games are a well-known test bed for testing search algorithms and learning methods, and many authors have presented numerous reasons for the research in this area. Nevertheless, they have not received the attention they deserve as software projects.
In this paper, we analyze the applicability of software
and knowledge reuse in the games domain. In spite of the
need to find a good evaluation function, search algorithms
and interface design can be said to be the primary concerns.
In addition, we will discuss the current state of the main
statistical learning methods and how they can be addressed
from a software engineering point of view. So, this paper
proposes a reliable environment and adequate tools, necessary in order to achieve high levels of reuse in the games domain
Positional Games and QBF: The Corrective Encoding
Positional games are a mathematical class of two-player games comprising
Tic-tac-toe and its generalizations. We propose a novel encoding of these games
into Quantified Boolean Formulas (QBF) such that a game instance admits a
winning strategy for first player if and only if the corresponding formula is
true. Our approach improves over previous QBF encodings of games in multiple
ways. First, it is generic and lets us encode other positional games, such as
Hex. Second, structural properties of positional games together with a careful
treatment of illegal moves let us generate more compact instances that can be
solved faster by state-of-the-art QBF solvers. We establish the latter fact
through extensive experiments. Finally, the compactness of our new encoding
makes it feasible to translate realistic game problems. We identify a few such
problems of historical significance and put them forward to the QBF community
as milestones of increasing difficulty.Comment: Accepted for publication in the 23rd International Conference on
Theory and Applications of Satisfiability Testing (SAT2020
Quixo Is Solved
Quixo is a two-player game played on a 55 grid where the players try
to align five identical symbols. Specifics of the game require the usage of
novel techniques. Using a combination of value iteration and backward
induction, we propose the first complete analysis of the game. We describe
memory-efficient data structures and algorithmic optimizations that make the
game solvable within reasonable time and space constraints. Our main conclusion
is that Quixo is a Draw game. The paper also contains the analysis of smaller
boards and presents some interesting states extracted from our computations.Comment: 19 page
The structure of pairing strategies for k-in-a-row type games
In Maker-Breaker positional games two players, Maker and Breaker, play on a finite or infinite board with the goal of claiming or preventing the opponent from getting a finite winning set, respectively. For different games there are several winning strategies for Maker or Breaker. One class of winning strategies is the so-called pairing (paving) strategies. Here, we describe all possible pairing strategies for the 9-in-a-row game. Furthermore, we define a graph of the pairings, containing 194,543 vertices and 532,107 edges, in order to give them a structure. A complete characterization of the graph is also given