85,972 research outputs found
Strategic programming on graph rewriting systems
We describe a strategy language to control the application of graph rewriting
rules, and show how this language can be used to write high-level declarative
programs in several application areas. This language is part of a graph-based
programming tool built within the port-graph transformation and visualisation
environment PORGY.Comment: In Proceedings IWS 2010, arXiv:1012.533
Graph Creation, Visualisation and Transformation
We describe a tool to create, edit, visualise and compute with interaction
nets - a form of graph rewriting systems. The editor, called GraphPaper, allows
users to create and edit graphs and their transformation rules using an
intuitive user interface. The editor uses the functionalities of the TULIP
system, which gives us access to a wealth of visualisation algorithms.
Interaction nets are not only a formalism for the specification of graphs, but
also a rewrite-based computation model. We discuss graph rewriting strategies
and a language to express them in order to perform strategic interaction net
rewriting
Towards rule-based visual programming of generic visual systems
This paper illustrates how the diagram programming language DiaPlan can be
used to program visual systems. DiaPlan is a visual rule-based language that is
founded on the computational model of graph transformation. The language
supports object-oriented programming since its graphs are hierarchically
structured. Typing allows the shape of these graphs to be specified recursively
in order to increase program security. Thanks to its genericity, DiaPlan allows
to implement systems that represent and manipulate data in arbitrary diagram
notations. The environment for the language exploits the diagram editor
generator DiaGen for providing genericity, and for implementing its user
interface and type checker.Comment: 15 pages, 16 figures contribution to the First International Workshop
on Rule-Based Programming (RULE'2000), September 19, 2000, Montreal, Canad
Ms Pac-Man versus Ghost Team CEC 2011 competition
Games provide an ideal test bed for computational intelligence and significant progress has been made in recent years, most notably in games such as Go, where the level of play is now competitive with expert human play on smaller boards. Recently, a significantly more complex class of games has received increasing attention: real-time video games. These games pose many new challenges, including strict time constraints, simultaneous moves and open-endedness. Unlike in traditional board games, computational play is generally unable to compete with human players. One driving force in improving the overall performance of artificial intelligence players are game competitions where practitioners may evaluate and compare their methods against those submitted by others and possibly human players as well. In this paper we introduce a new competition based on the popular arcade video game Ms Pac-Man: Ms Pac-Man versus Ghost Team. The competition, to be held at the Congress on Evolutionary Computation 2011 for the first time, allows participants to develop controllers for either the Ms Pac-Man agent or for the Ghost Team and unlike previous Ms Pac-Man competitions that relied on screen capture, the players now interface directly with the game engine. In this paper we introduce the competition, including a review of previous work as well as a discussion of several aspects regarding the setting up of the game competition itself. © 2011 IEEE
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The threnoscope: a musical work for live coding performance
This paper introduces a new direction in the field of artistic live coding where musical works are presented as pieces in the form of a live coding system. The system itself and the code affordances become equivalent to score system in an open musical work for strong improvisation
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