2,446 research outputs found

    Evolving Aesthetic Maps for a Real Time Strategy Game

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    Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembre 2013, Madrid.This paper presents a procedural content generator method that have been able to generate aesthetic maps for a real-time strategy game. The maps has been characterized based on several of their properties in order to de ne a similarity function between scenarios. This function has guided a multi-objective evolution strategy during the process of generating and evolving scenarios that are similar to other aesthetic maps while being di erent to a set of non-aesthetic scenarios. The solutions have been checked using a support-vector machine classi er and a self-organizing map obtaining successful results (generated maps have been classi ed as aesthetic maps)

    Using Self-Adaptive Evolutionary Algorithms to Evolve Dynamism-Oriented Maps for a Real Time Strategy Game

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    9th International Conference on Large Scale Scientific Computations. The final publication is available at link.springer.comThis work presents a procedural content generation system that uses an evolutionary algorithm in order to generate interesting maps for a real-time strategy game, called Planet Wars. Interestingness is here captured by the dynamism of games (i.e., the extent to which they are action-packed). We consider two different approaches to measure the dynamism of the games resulting from these generated maps, one based on fluctuations in the resources controlled by either player and another one based on their confrontations. Both approaches rely on conducting several games on the map under scrutiny using top artificial intelligence (AI) bots for the game. Statistic gathered during these games are then transferred to a fuzzy system that determines the map's level of dynamism. We use an evolutionary algorithm featuring self-adaptation of mutation parameters and variable-length chromosomes (which means maps of different sizes) to produce increasingly dynamic maps.TIN2011-28627-C04-01, P10-TIC-608

    Lewis acid-base interactions in the synthesis of titanium phosphinimide cations.

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    The active species Cp(NPtBu3)TiMe(mu-MeB(C 6F5)4) and [Cp(NPtBu3)TiMe] [B(C6F5)4], generated by the reaction of Cp(NPtBu3)TiMe2 with the activators B(C 6F5)3 and [C(C6H5) 3][B(C6F5)4], are thought to be the active species in olefin polymerization processes. Both species have been stabilized by the coordination of Lewis bases, pyridines (Py, 4-EtPy, 4- tBuPy, and 4-DMAP) and tertiary phosphines (PMe3, PnBu 3, P(C6H5)3, P(p-CH 3C6H4)3). The use of such Lewis bases allowed for the isolation and characterization of ion pair complexes of the general formula [Cp(NPtBu3)TiMe·LB] [RB(C 6F5)3] (LB = Lewis base; R = Me, C6F 5). These reactions show a dependency on the steric properties of the Lewis base. The use of sterically bulky tertiary phosphines (P(o-CH 3C6H4)3, PiPr3 , PCy3 and PtBu3) demonstrated this dependency, affording unexpected phosphonium salts as products. The role of the reaction solvent (dichloromethane and chlorobenzene) is evaluated in these reactions. Dichloromethane reacts with the reagents (active titanium complexes and Lewis bases), promoting the formation of unexpected products (some of these species are characterized). However, chlorobenzene allows a better control of the reactions between the activated complex and Lewis bases. The dimerization products [{Cp(NPtBu3)TiMe} 2(mu-Cl)] [RB(C6F5)3] (R = Me, C 6F5) (2.18), [{Cp(NPtBu 3)Ti(mu-Cl)2}][RB(C6F5)3] 2 (2.21) and [{Cp(NPtBu3)TiMe} 2(mu-Me)] [RB(C6F5)3] (2.23 ) of the cationic moiety of the active complexes [Cp(NPtBu 3)TiMe]+ showed also to be dependent on the reaction conditions and solvent. Reactions of Lewis acids (B(C6F5)3 and [C(C6H5)3][B(C6F5) 4] with Lewis bases (substituted pyridines and tertiary phosphines) are also described. A similarity in reactivity between B(C 6F5)3 and the trityl carbocation is observed, as the products afforded from these reactions are analogous. Reactions of Lewis acids and Lewis bases were found to be related to the steric bulk associated with the Lewis base in conjunction with the solvent, CH2Cl 2.Dept. of Chemistry and Biochemistry. Paper copy at Leddy Library: Theses & Major Papers - Basement, West Bldg. / Call Number: Thesis2004 .C33. Source: Masters Abstracts International, Volume: 43-01, page: 0216. Adviser: Douglas W. Stephan. Thesis (M.Sc.)--University of Windsor (Canada), 2004

    A spatially-structured PCG method for content diversity in a Physics-based simulation game

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    This paper presents a spatially-structured evolutionary algorithm (EA) to procedurally generate game maps of di ferent levels of di ficulty to be solved, in Gravityvolve!, a physics-based simulation videogame that we have implemented and which is inspired by the n- body problem, a classical problem in the fi eld of physics and mathematics. The proposal consists of a steady-state EA whose population is partitioned into three groups according to the di ficulty of the generated content (hard, medium or easy) which can be easily adapted to handle the automatic creation of content of diverse nature in other games. In addition, we present three fitness functions, based on multiple criteria (i.e:, intersections, gravitational acceleration and simulations), that were used experimentally to conduct the search process for creating a database of maps with di ferent di ficulty in Gravityvolve!.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    A taxonomy and state of the art revision on affective games

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    Affective Games are a sub-field of Affective Computing that tries to study how to design videogames that are able to react to the emotions expressed by the player, as well as provoking desired emotions to them. To achieve those goals it is necessary to research on how to measure and detect human emotions using a computer, and how to adapt videogames to the perceived emotions to finally provoke them to the players. This work presents a taxonomy for research on affective games centring on the aforementioned issues. Here we devise as well a revision of the most relevant published works known to the authors on this area. Finally, we analyse and discuss which important research problem are yet open and might be tackled by future investigations in the area of Affective GamesThis work has been co-funded by the following research projects: EphemeCH (TIN2014-56494-C4-{1,4}-P) and DeepBio (TIN2017-85727-C4-3-P) by Spanish Ministry of Economy and Competitivity, under the European Regional Development Fund FEDER, and Justice Programme of the European Union (2014–2020) 723180 – RiskTrack – JUST-2015-JCOO-AG/JUST-2015-JCOO-AG-

    Bargaining with intertemporal maximin payoffs

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    We present a new class of dynamic bargaining problems, called "bargaining problems with intertemporal maximin payoffs," that may reflect sustainability problems having to encompass conflicting issues in the long-run. Each bargainer (or stake-holder) has a representative indicator, namely a function of the state and decisions, and aims at maximizing its minimal value over time. Bargaining on sustainability issues consists in defining the vector of stake-holder's payoffs. We are interested in defining the set of feasible outcomes of such problems. This set is interpreted as a support for a social choice of sustainability objectives. We introduce a MONDAI condition – Monotonicity of Dynamics And Indicators – consistent with many economic problems and, in particular, "environmental economic" sustainability issues. We characterize the set of feasible outcomes for problems satisfying these monotonicity properties, and the bargaining solutions under the axioms of Pareto efficiency and Independence of Irrelevant Alternatives. We also provide a "satisficing" common decision rule to achieve any given solution. We then examine the time-consistency of the solution under the axioms of Veto Power and Individual Rationality.bargaining theory, dynamics, maximin, monotonicity, feasibility set, sustainability

    Reportaje periodístico : "Yo vendo salud", análisis de la agricultura ecológica y convencional

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    El reportaje ha buscado reflejar la realidad cotidiana de dos formas de entender la agricultura y sus métodos. A través de diversas declaraciones e informaciones hemos buscado ahondar en la incidencia que tiene la agricultura en la salud de las personas y en la sostenibilidad del planeta en el que vivimos. El trabajo ha sido muy enriquecedor y esclarecedor ya que han salido a la palestra datos interesantes sobre la propia agricultura que seguramente no son conocidos por gran parte de la población. Las entrevistas han servido para poder trabajar con información de primera mano y de esta forma ofrecer un reportaje lo más riguroso y honesto posible.Universidad de Sevilla. Grado en Periodism

    Extended Hubbard Model: A Cluster Effective-medium Approach

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    We present a cluster effective-medium approach to the extended Hubbard model, for the zero-temperature, half-filled-band paramagnetic phase. We recover the known limits and comment on the broadening corrections to the model, and find a first-order metal-insulator transition, resulting from both the cluster nature of the method and the correlated hopping term. © 1993 The American Physical Society.4719124451245

    Viable harvest of monotone bioeconomic models

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    International audienceSome monospecies age class models, as well as specific multi-species models (with so-called technical interactions), exhibit useful monotonicity properties. This paper deals with discrete time monotone bioeconomics dynamics in the presence of state and control constraints. In practice, these latter ``acceptable configurations'' represent production and preservation requirements to be satisfied for all time, and they also possess monotonicity properties. A state \state is said to belong to the viability kernel if there exists a trajectory, of states and controls, starting from \state and satisfying the constraints. Under monotonicity assumptions, we present upper and lower estimates of the viability kernel. This helps delineating domains where a viable management is possible. Numerical examples, in the context of fisheries management, for the Chilean sea bass (\emph{Dissostichus eleginoides}) and Alfonsino (\emph{Beryx splendens}) are given

    Deep matrix factorization approach for collaborative filtering recommender systems

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    Providing useful information to the users by recommending highly demanded products and services is a fundamental part of the business of many top tier companies. Recommender Systems make use of many sources of information to provide users with accurate predictions and novel recommendations of items. Here we propose, DeepMF, a novel collaborative filtering method that combines the Deep Learning paradigm with Matrix Factorization (MF) to improve the quality of both predictions and recommendations made to the user. Specifically, DeepMF performs successive refinements of a MF model with a layered architecture that uses the acquired knowledge in a layer as input for subsequent layers. Experimental results showed that the quality of both the predictions and recommendations of DeepMF overcome the baselines.This work has been supported by Spanish Ministry of Science and Education and Competitivity (MINECO) and European Regional Development Fund (FEDER) under grants TIN2017-85727-C4-3-P (DeepBio)
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