3,566 research outputs found

    Playing Smart - Artificial Intelligence in Computer Games

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    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

    A STUDY OF BINARY DECISION DIAGRAM CHARACTERISTICS OF BENT BOOLEAN FUNCTIONS

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    Bent Boolean functions exist only for an even number of variables, moreover, they are unbalanced. Therefore, they are used in coding theory and in many areas of computer science. General form of bent functions is still unknown. One way of representing Boolean functions is with a reduced ordered binary decision diagram (ROBDD). The strength of ROBDDs is that they can represent Boolean functions data with a high level of redundancy in a compact form, as long as the data is encoded in such a way that the redundancy is exposed. This paper investigates characteristics of bent functions with focus on their ROBDD parameters. Decision diagram experimental framework has been used for implementation of a program for calculation of the ROBDD parameters. The results presented in this paper are intended to be used to create methods for the construction of bent functions using a ROBDD as a data structure from which the bent functions can be discovered

    A Flexible Framework for Collaborative Visualization Applications Using Java Spaces

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    The complexity of modern tasks is rising along with the level of technology. Two techniques commonly used to deal with complexity are collaboration and information visualization. Recently, computer networks have arisen as a powerful means of collaboration, and many new technologies are being developed to better utilize them. Among the newer, more promising of these technologies is Sun Microsystems\u27 JavaSpaces ™, a high-level network programming API. This thesis describes a tool for developing collaborative visualization software using JavaSpaces-an application framework and accompanying toolkit. In addition to a detailed description of the framework, the thesis also describes an application implemented using the framework, discusses the benefits of development under the framework, evaluates the performance of JavaSpaces in the context of the framework, and addresses the issue of network bandwidth limitations, which are a concern when developing visualizations that deal with large data sets

    Improving a New Digital Content Creation Line of Study in Adult Education College

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    The topic of the research is digitalization and digital competence frameworks and competence in the digitalized world and programming. Research methods in the thesis are the qualitative research, the review of literature and case study. Used methods in case study are interviews, questionnaire and observation. Research group in the case study are the new Digital Content Creation line of study students. The new Digital Content Creation line of study was designed according to the Digital Competence Framework 2.0 from European Commission. With the questionnaires, students evaluated their digital skills in the beginning of the studies, in the middle of the study year and at the end of the studies. Review of literature was made in researching digitalization and digital frameworks and competence in digitalization and programming. The goal of the action research process was to improve the Digital Content Creation line of study curriculum and programming teaching. According to interviews, the students think that their digital skills have improved very much during the study year. Students have gained good basics to begin to learn more about programming. As a conclusion according to the research and the case study, basic civic skills that everyone should master are determined. Determined skills are: understanding technology, digital tools, privacy and security, communicating through digital technologies, problem solving, updating digital skills, computational thinking, searching and filtering digital information and giving specific instructions
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