Search results for "Game tree"

showing 10 items of 38 documents

A method of variation of boundaries for waveguide grating couplers

2008

We describe a method for calculating the solution of the electromagnetic field in a non-rectilinear open waveguide by using a series expansion, starting from the field of a rectilinear waveguide. Our approach is based on a method of variation of boundaries. We prove that the obtained series expansion converges and we provide a radiation condition at infinity in such a way that the problem has a unique solution. Our approach can model several kinds of optical devices which are used in optical integrated circuits. Numerical examples will be shown for the case of finite aperiodic waveguide grating couplers.

Electromagnetic fieldPhysicsField (physics)business.industryApplied MathematicsPhysics::Opticswave propagationIntegrated circuitVariation (game tree)Radiationoptical waveguidesWaveguide (optics)law.inventionOpticsAperiodic graphlawHelmholtz equationbusinessSeries expansionAnalysisApplicable Analysis
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An Augmented Reality (AR) CAD System at Construction Sites

2011

Augmented Reality (AR) technologies allow computer-generated content to be superimposed over a live camera view of the real world. Although AR is still a very promising technology, currently only a few commercial applications for industrial purposes exploit the potential of adding contextual content to real scenarios. Most of AR applications are oriented to fields such as education or entertainment, where the requirements in terms of repeatability, fault tolerance, reliability and safety are low. Different visualization devices, tracking methods and interaction techniques are described in the literature, establishing a classification between Indoor and Outdoor AR systems. On the one hand, t…

ExploitHuman–computer interactionComputer scienceFace (geometry)Reliability (computer networking)Scale (chemistry)Augmented realityFault toleranceVariation (game tree)Visualization
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Behavior adaptation and selection.

2010

6 pages; The evolutionary approach to behavior is concerned with the evolutionary origin and adaptive function of behavioral traits. Like any other part of the phenotype, behavior can be shaped by natural selection to produce adaptations. However, behavior often shows large phenotypic variation and flexibility, and can be both – subject to selection and a major agent of selection. Therefore, the study of adaptation and evolution of behavior is a particularly complex one, involving a wide range of methodologies and techniques, including mathematical modeling, comparative methods, phenotypic engineering, quantitative genetics, genetic dissection, and artificial selection.

Flexibility (engineering)Optimization[ SDE.BE ] Environmental Sciences/Biodiversity and EcologyNatural selectionQuantitative geneticsEvolutionArtificial selectionNatural selectionQuantitative geneticsVariation (game tree)BiologyComparative methodEvolutionarily stable strategyAdaptive behaviour[ SDV.BID.EVO ] Life Sciences [q-bio]/Biodiversity/Populations and Evolution [q-bio.PE]Sexual selectionEvolutionary biologySexual selectionEvolutionary stable strategy[ SDV.EE.IEO ] Life Sciences [q-bio]/Ecology environment/SymbiosisAdaptationAdaptationSelection (genetic algorithm)
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On Applying Adaptive Data Structures to Multi-Player Game Playing

2013

In the field of game playing, the focus has been on two-player games, such as Chess and Go, rather than on multi-player games, with dominant multi-player techniques largely being an extension of two-player techniques to an \(N\)-player environment. To address the problem of multiple opponents, we propose the merging of two previously unrelated fields, namely those of multi-player game playing and Adaptive Data Structures (ADS). We present here a novel move-ordering heuristic for a dominant multi-player game playing algorithm, namely the Best-Reply Search (BRS). Our enhancement uses an ADS to rank the opponents in terms of their respective threat levels to the player modeled by the AI algori…

Focus (computing)Sequential gameComputer scienceHeuristicbusiness.industryRank (computer programming)ComputingMilieux_PERSONALCOMPUTINGCombinatorial game theoryArtificial intelligenceGame treebusinessData structureField (computer science)
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Novel threat-based AI strategies that incorporate adaptive data structures for multi-player board games

2016

This paper considers the problem of designing novel techniques for multi-player game playing, in a range of board games and configurations. Compared to the well-known case of two-player game playing, multi-player game playing is a more complex problem with unique requirements. To address the unique challenges of this domain, we examine the potential of employing techniques inspired by Adaptive Data Structures (ADSs) to rank opponents based on their relative threats, and using this information to achieve gains in move ordering and tree pruning. We name our new technique the Threat-ADS heuristic. We examine the Threat-ADS’ performance within a range of game models, employing a number of diffe…

Game mechanicsNon-cooperative gameSequential gamebusiness.industryComputer scienceNormal-form gameComputingMilieux_PERSONALCOMPUTINGCombinatorial game theory020207 software engineeringScreening game02 engineering and technologyExtensive-form gameWin-win gameGame designArtificial IntelligenceSimulations and games in economics education0202 electrical engineering electronic engineering information engineeringRepeated game020201 artificial intelligence & image processingArtificial intelligencebusinessGame treeMetagamingApplied Intelligence
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Robust Ergonomic Virtual Design

2009

Since early development phases of a new industrial product, realistic simulations can be performed in virtual environment to study the human-machine interaction. In a virtual lab it is possible to make experiments to assess the ergonomics of the new product with manikins simulating the human body, and dealing with the problem of anthropometrical variation. Although such sophisticated tools are available, there is still need of a methodo-logical framework aimed at efficiently organizing the experiments in virtual lab. This paper provides an overview of the Robust Ergonomic Virtual Design (REVD), a methodology developed by the authors in the course of the last years. It allows obtaining produ…

Human modelingVirtual ErgonomySettore SECS-S/02 - Statistica Per La Ricerca Sperimentale E TecnologicaComputer sciencebusiness.industryanthropometrical variabilityHuman factors and ergonomicsVariation (game tree)computer.software_genreVirtual labErgonomicRobust DesignVirtual EnvironmentHuman–computer interactionJoint angleVirtual machineNew product developmentProduct (category theory)Comfort assessmentbusinesscomputerMultiresponse optimization
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Evolution of OO Methods: the unified case

1997

This paper takes an evaluative look into OO methods and especially the evolution of the new snified method from its ancestors, OMT and OODA. The paper ries to classify the components of the earlier ethods and identify the parts that have been taken into the Unified ethod. The research applies the method metrics approach. For the sake of compactness we limit ourselves to the class diagram technique of all methods. We make observations about the number of concepts in each variation and show how the metrics can be used to analyse the changes in the techniques.

Information Systems and ManagementComputer sciencemethodologyVariation (game tree)Information technologyQA75.5-76.95T58.5-58.64Human-Computer InteractionmetricsCompact spaceElectronic computers. Computer scienceOODA loopBusiness Management and Accounting (miscellaneous)Object-orientationClass diagramLimit (mathematics)Algorithmobject orientationInformation SystemsAustralasian Journal of Information Systems
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Contextual and strategic knowledge in the acquisition of design expertise

2000

Abstract This study examines the acquisition of expertise in designing and developing information systems. The aim was to investigate how practical experience is related to contextual and strategic knowledge in problem-solving. Using a combination of expert–novice comparisons and longitudinal methods, professional systems analysts were compared with novices at the beginning and end of a seven month project-based course. The results show that during the course, the novices acquired a good deal of strategic competence in using domain-specific methods. Compared to the novices, the experts showed a more comprehensive and higher level of awareness of clients' contextual constraints. The study de…

Longitudinal methodsContextual designWork (electrical)Management scienceProfessional learning communityApplied psychologyDevelopmental and Educational PsychologyInformation systemVariation (game tree)Design expertisePsychologyEducationContextual inquiryLearning and Instruction
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STUDY OF VOLUME VARIATION OF IMPLICIT OBJECTS

2006

We propose studying the variations of volume of implicit objects during an animation according to several points of view: choice of the function of density, variations of parameters such as the iso-value and the radius of influence for a given function, variations of the parameters inherent in a particular function. Modification of parameters of the function of density must be carried out with care. There are no rules concerning these variations. To avoid the non-monotonous variations, it is necessary to choose a function of density beforehand and study the intervals of variation of its parameters. A new discretization makes it possible to locate these variations for a later use in a proce…

Mathematical optimizationDiscretizationComputer scienceVolume variationProcess (computing)Volume (computing)Function (mathematics)AnimationVariation (game tree)Computer Graphics and Computer-Aided DesignComputer Science ApplicationsRadius of influenceComputer Vision and Pattern RecognitionAlgorithmInternational Journal of Image and Graphics
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Self-organized modularization in evolutionary algorithms.

2005

The principle of modularization has proven to be extremely successful in the field of technical applications and particularly for Software Engineering purposes. The question to be answered within the present article is whether mechanisms can also be identified within the framework of Evolutionary Computation that cause a modularization of solutions. We will concentrate on processes, where modularization results only from the typical evolutionary operators, i.e. selection and variation by recombination and mutation (and not, e.g., from special modularization operators). This is what we call Self-Organized Modularization. Based on a combination of two formalizations by Radcliffe and Altenber…

Modularity (networks)education.field_of_studyTheoretical computer scienceComputer sciencebusiness.industryPopulationEvolutionary algorithmVariation (game tree)Modular designModels TheoreticalBiological EvolutionEvolutionary computationField (computer science)Computational MathematicsRange (mathematics)MutationArtificial intelligencebusinesseducationAlgorithmsEvolutionary computation
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