1,591 research outputs found

    Solving Kakuro Puzzle using Self Adapting Harmony Search Metaheuristic Algorithm

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    Complete Issue 24, 2001

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    Implementation of 2D turn-based strategy game with AI

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    Práce se zabývá tvorbou strategické hry a umělé inteligence, která se ji naučíhrát. Je prozkoumán žánr strategických her, ale i důležité části pro umělouinteligenci. Dále práce analyzuje několik profesionálně vytvořených her a pro-gramů hrající tahové strategie. Závěrem hodnotí kvalitu jak implementovanéumělé inteligence, tak implementované hry a navrhuje možná zlepšení.The thesis deals with creating a strategy game and artificial intelligence learn-ing the game via self-play. It looks into a strategy game genre as well as im-portant components of artificial intelligence. It analyzes several examples ofreal-world games and programs playing strategy games. In the end, the thesisdiscusses the quality of implemented artificial intelligence but also the gameand suggests possible improvements

    Working Papers: Astronomy and Astrophysics Panel Reports

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    The papers of the panels appointed by the Astronomy and Astrophysics survey Committee are compiled. These papers were advisory to the survey committee and represent the opinions of the members of each panel in the context of their individual charges. The following subject areas are covered: radio astronomy, infrared astronomy, optical/IR from ground, UV-optical from space, interferometry, high energy from space, particle astrophysics, theory and laboratory astrophysics, solar astronomy, planetary astronomy, computing and data processing, policy opportunities, benefits to the nation from astronomy and astrophysics, status of the profession, and science opportunities

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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