818 research outputs found

    The riddle of togelby

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    © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.At the 2017 Artificial and Computational Intelligence in Games meeting at Dagstuhl, Julian Togelius asked how to make spaces where every way of filling in the details yielded a good game. This study examines the possibility of enriching search spaces so that they contain very high rates of interesting objects, specifically game elements. While we do not answer the full challenge of finding good games throughout the space, this study highlights a number of potential avenues. These include naturally rich spaces, a simple technique for modifying a representation to search only rich parts of a larger search space, and representations that are highly expressive and so exhibit highly restricted and consequently enriched search spaces. We treat the creation of plausible road systems, useful graphics, highly expressive room placement for maps, generation of cavern-like maps, and combinatorial puzzle spaces.Final Accepted Versio

    Connectivity-guaranteed and obstacle-adaptive deployment schemes for mobile sensor networks

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    Mobile sensors can relocate and self-deploy into a network. While focusing on the problems of coverage, existing deployment schemes largely over-simplify the conditions for network connectivity: they either assume that the communication range is large enough for sensors in geometric neighborhoods to obtain location information through local communication, or they assume a dense network that remains connected. In addition, an obstacle-free field or full knowledge of the field layout is often assumed. We present new schemes that are not governed by these assumptions, and thus adapt to a wider range of application scenarios. The schemes are designed to maximize sensing coverage and also guarantee connectivity for a network with arbitrary sensor communication/sensing ranges or node densities, at the cost of a small moving distance. The schemes do not need any knowledge of the field layout, which can be irregular and have obstacles/holes of arbitrary shape. Our first scheme is an enhanced form of the traditional virtual-force-based method, which we term the Connectivity-Preserved Virtual Force (CPVF) scheme. We show that the localized communication, which is the very reason for its simplicity, results in poor coverage in certain cases. We then describe a Floor-based scheme which overcomes the difficulties of CPVF and, as a result, significantly outperforms it and other state-of-the-art approaches. Throughout the paper our conclusions are corroborated by the results from extensive simulations

    Geospatial Tessellation in the Agent-In-Cell Model: A Framework for Agent-Based Modeling of Pandemic

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    Agent-based simulation is a versatile and potent computational modeling technique employed to analyze intricate systems and phenomena spanning diverse fields. However, due to their computational intensity, agent-based models become more resource-demanding when geographic considerations are introduced. This study delves into diverse strategies for crafting a series of Agent-Based Models, named "agent-in-the-cell," which emulate a city. These models, incorporating geographical attributes of the city and employing real-world open-source mobility data from Safegraph's publicly available dataset, simulate the dynamics of COVID spread under varying scenarios. The "agent-in-the-cell" concept designates that our representative agents, called meta-agents, are linked to specific home cells in the city's tessellation. We scrutinize tessellations of the mobility map with varying complexities and experiment with the agent density, ranging from matching the actual population to reducing the number of (meta-) agents for computational efficiency. Our findings demonstrate that tessellations constructed according to the Voronoi Diagram of specific location types on the street network better preserve dynamics compared to Census Block Group tessellations and better than Euclidean-based tessellations. Furthermore, the Voronoi Diagram tessellation and also a hybrid -- Voronoi Diagram - and Census Block Group - based -- tessellation require fewer meta-agents to adequately approximate full-scale dynamics. Our analysis spans a range of city sizes in the United States, encompassing small (Santa Fe, NM), medium (Seattle, WA), and large (Chicago, IL) urban areas. This examination also provides valuable insights into the effects of agent count reduction, varying sensitivity metrics, and the influence of city-specific factors

    Research on Location of Electric Vehicle Charging Station Based on Voronoi Diagram and Improved Particle Swarm Algorithm

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    In order to reduce the blindness of charging station construction and improve the overall satisfaction of charging station construction and operation enterprises and electric vehicle users, this paper researches the location of electric vehicle charging station. First, the number of electric vehicles in the future is predicted by the grey model. The electric vehicle charging demand is calculated based on the road network, traffic flow and user charging behavior characteristics. Then the charging station service range is quickly divided by the Voronoi diagram. And a mathematical model is established based on the minimum total social cost. Finally, Improved particle swarm optimization algorithm and Voronoi graph are combined to solve the problem. The results of the example show that the algorithm can efficiently and accurately obtain the site selection scheme with the minimum social total cost, which is of great significance to urban development planning

    Acceleration of Computational Geometry Algorithms for High Performance Computing Based Geo-Spatial Big Data Analysis

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    Geo-Spatial computing and data analysis is the branch of computer science that deals with real world location-based data. Computational geometry algorithms are algorithms that process geometry/shapes and is one of the pillars of geo-spatial computing. Real world map and location-based data can be huge in size and the data structures used to process them extremely big leading to huge computational costs. Furthermore, Geo-Spatial datasets are growing on all V’s (Volume, Variety, Value, etc.) and are becoming larger and more complex to process in-turn demanding more computational resources. High Performance Computing is a way to breakdown the problem in ways that it can run in parallel on big computers with massive processing power and hence reduce the computing time delivering the same results but much faster.This dissertation explores different techniques to accelerate the processing of computational geometry algorithms and geo-spatial computing like using Many-core Graphics Processing Units (GPU), Multi-core Central Processing Units (CPU), Multi-node setup with Message Passing Interface (MPI), Cache optimizations, Memory and Communication optimizations, load balancing, Algorithmic Modifications, Directive based parallelization with OpenMP or OpenACC and Vectorization with compiler intrinsic (AVX). This dissertation has applied at least one of the mentioned techniques to the following problems. Novel method to parallelize plane sweep based geometric intersection for GPU with directives is presented. Parallelization of plane sweep based Voronoi construction, parallelization of Segment tree construction, Segment tree queries and Segment tree-based operations has been presented. Spatial autocorrelation, computation of getis-ord hotspots are also presented. Acceleration performance and speedup results are presented in each corresponding chapter
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