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  • Collaborative Filtering Techniques

    - by user95261
    Good Day! I am in need of help about collaborative filtering techniques implementation in predicting psychopathy of twitter users. I have two data set, training set and test set. Training set users have already scores in psychopathy, I need any collaborative filtering techniques to predict scores of test set users. Collaborative Filtering such as Item/User-Based CF, Bayesian Belief Nets, Clustering, Latent Semantic, etc. Please help me. :( I am very confused on how to implement any of these. Thank you!

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  • techniques for an AI for a highly cramped turn-based tactics game

    - by Adam M.
    I'm trying to write an AI for a tactics game in the vein of Final Fantasy Tactics or Vandal Hearts. I can't change the game rules in any way, only upgrade the AI. I have experience programming AI for classic board games (basically minimax and its variants), but I think the branching factor is too great for the approach to be reasonable here. I'll describe the game and some current AI flaws that I'd like to fix. I'd like to hear ideas for applicable techniques. I'm a decent enough programmer, so I only need the ideas, not an implementation (though that's always appreciated). I'd rather not expend effort chasing (too many) dead ends, so although speculation and brainstorming are good and probably helpful, I'd prefer to hear from somebody with actual experience solving this kind of problem. For those who know it, the game is the land battle mini-game in Sid Meier's Pirates! (2004) and you can skim/skip the next two paragraphs. For those who don't, here's briefly how it works. The battle is turn-based and takes place on a 16x16 grid. There are three terrain types: clear (no hindrance), forest (hinders movement, ranged attacks, and sight), and rock (impassible, but does not hinder attacks or sight). The map is randomly generated with roughly equal amounts of each type of terrain. Because there are many rock and forest tiles, movement is typically very cramped. This is tactically important. The terrain is not flat; higher terrain gives minor bonuses. The terrain is known to both sides. The player is always the attacker and the AI is always the defender, so it's perfectly valid for the AI to set up a defensive position and just wait. The player wins by killing all defenders or by getting a unit to the city gates (a tile on the other side of the map). There are very few units on each side, usually 4-8. Because of this, it's crucial not to take damage without gaining some advantage from it. Units can take multiple actions per turn. All units on one side move before any units on the other side. Order of execution is important, and interleaving of actions between units is often useful. Units have melee and ranged attacks. Melee attacks vary widely in strength; ranged attacks have the same strength but vary in range. The main challenges I face are these: Lots of useful move combinations start with a "useless" move that gains no immediate advantage, or even loses advantage, in order to set up a powerful flank attack in the future. And, since the player units are stronger and have longer range, the AI pretty much always has to take some losses before they can start to gain kills. The AI must be able to look ahead to distinguish between sacrificial actions that provide a future benefit and those that don't. Because the terrain is so cramped, most of the tactics come down to achieving good positioning with multiple units that work together to defend an area. For instance, two defenders can often dominate a narrow pass by positioning themselves so an enemy unit attempting to pass must expose itself to a flank attack. But one defender in the same pass would be useless, and three units can defend a slightly larger pass. Etc. The AI should be able to figure out where the player must go to reach the city gates and how to best position its few units to cover the approaches, shifting, splitting, or combining them appropriately as the player moves. Because flank attacks are extremely deadly (and engineering flank attacks is key to the player strategy), the AI should be competent at moving its units so that they cover each other's flanks unless the sacrifice of a unit would give a substantial benefit. They should also be able to force flank attacks on players, for instance by threatening a unit from two different directions such that responding to one threat exposes the flank to the other. The AI should attack if possible, but sometimes there are no good ways to approach the player's position. In that case, the AI should be able to recognize this and set up a defensive position of its own. But the AI shouldn't be vulnerable to a trivial exploit where the player repeatedly opens and closes a hole in his defense and shoots at the AI as it approaches and retreats. That is, the AI should ideally be able to recognize that the player is capable of establishing a solid defense of an area, even if the defense is not currently in place. (I suppose if a good unit allocation algorithm existed, as needed for the second bullet point, the AI could run it on the player units to see where they could defend.) Because it's important to choose a good order of action and interleave actions between units, it's not as simple as just finding the best move for each unit in turn. All of these can be accomplished with a minimax search in theory, but the search space is too large, so specialized techniques are needed. I thought about techniques such as influence mapping, but I don't see how to use the technique to great effect. I thought about assigning goals to the units. This can help them work together in some limited way, and the problem of "how do I accomplish this goal?" is easier to solve than "how do I win this battle?", but assigning good goals is a hard problem in itself, because it requires knowing whether the goal is achievable and whether it's a good use of resources. So, does anyone have specific ideas for techniques that can help cleverize this AI? Update: I found a related question on Stackoverflow: http://stackoverflow.com/questions/3133273/ai-for-a-final-fantasy-tactics-like-game The selected answer gives a decent approach to choosing between alternative actions, but it doesn't seem to have much ability to look into the future and discern beneficial sacrifices from wasteful ones. It also focuses on a single unit at a time and it's not clear how it could be extended to support cooperation between units in defending or attacking.

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  • State of the art Culling and Batching techniques in rendering

    - by Kristian Skarseth
    I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of objects can become rather large. As is the case with any building, there is a lot of occluded objects within walls, and you naturally only see the objects that are in the same room as you, or the exterior if you are on the outside. This leaves a large number of objects that should be occluded through occlusion culling and frustum culling. At the same time there is a lot of repetative geometry that can be batched in renderbatches, and also a lot of objects that can be rendered with instanced rendering. The way I see it, it can be difficult to combine renderbatching and culling in an optimal fashion. If you batch too many objects in the same VBO it's difficult to cull the objects on the CPU in order to skip rendering that batch. At the same time if you skip the culling on the cpu, a lot of objects will be processed by the GPU while they are not visible. If you skip batching copletely in order to more easily cull on the CPU, there will be an unwanted high amount of render calls. I have done some research into existing techniques and theories as to how these problems are solved in modern graphics, but I have not been able to find any concrete solution. An idea a colleague and me came up with was restricting batches to objects relatively close to eachother e.g all chairs in a room or within a radius of n meeters. This could be simplified and optimized through use of oct-trees. Does anyone have any pointers to techniques used for scene managment, culling, batching etc in state of the art modern graphics engines?

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  • Pixar Animation Techniques That Powered Movies Like Toy Story & Wall E

    - by Gopinath
    Pixar few of the worlds best animation movies like Toy Story, Cars, Wall E and A Bug Life. For those who love these movies and would like to know how Pixar makes the incredibly beautiful animations here is a two minutes video. This article titled,Pixar Animation Techniques That Powered Movies Like Toy Story & Wall E, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Pro JavaScript Techniques

    If you are into jQuery you no doubt know who John Resig is, the creator of jQuery. Well before jQuery hit the scenes John wrote Pro JavaScript Techniques, by Apress. I have really been digging into the bowls of how JavaScript works because I am doing...(read more)...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • WebSphere Application Server V8 : IBM améliore les capacités techniques de son serveur d'applications, testez-le gratuitement

    WebSphere Application Server V8 : meilleures capacités techniques Pour le nouveau serveur d'applications d'IBM pour développeurs, testez-le gratuitement IBM vient de présenter la nouvelle version de son serveur d'applications (le plus vendu au monde) : WebSphere Application Server V8. WAS est « en tête des benchmarks et considéré par les analystes comme le serveur d'applications le plus solide du marché », se félicite IBM. Sa nouvelle version optimise le déploiement d'applications accessibles à partir de terminaux de tous formats : PC, smartphones, tablettes, etc. Autre nouveauté, WAS v8 supporte les langages Ruby et Python, il accélère le chargement...

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  • Séminaires techniques : La modélisation UML avec Enterprise Architect, par Objet Direct, en avril à

    Séminaires techniques : La modélisation UML avec Enterprise Architect, par Objet Direct Le 7 avril à Lyon, le 8 avril à Grenoble, le 14 avril à Paris (9h-11h) Avec les retours d'expérience projets menés par Objet Direct chez EDF, PSA, au Conseil d'Etat et au CHU de Grenoble Pour des modèles UML utiles, à jour et partagés : Enterprise Architect est un AGL de dernière génération, qui rend accessible à tous l'utilisation d'UML comme langage commun entre les équipes au sein de la DSI : maîtrise d'ouvrage, maîtrise d'oeuvre, équipes de développement et de maintenance partagent la même vision du SI et des fonctionnalités des applicatifs, grâce à des modèles qui vont à l'essentiel, consultés et mis à jo...

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  • Black Techniques Of SEO

    Search Engine Optimization, or more popularity known as SEO, is one of the most popular types of Internet marketing techniques used by many webmasters today. It is used not only to market their brand... [Author: Margarette Mcbride - Web Design and Development - June 10, 2010]

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  • Simple SEO Techniques to Use on Your Site

    If you are looking for some very straightforward ways to improve your websites visibility then some of the simple SEO techniques to use on your site can be found below. Are you targeting the right keywords? Its amazing how many times we hear people mention that they are ranking in position 1 or on the first page of Google only to find that they have had very little traffic or sales.

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  • Search Engine Optimization Techniques - Just Try and See

    Using these outstanding search engine optimization techniques will really get you the high search engine ranking you want so bad. I would like to introduce you to the hottest search engine optimization tools that are available for the optimization of your online business. It is not important if is expensive, or cheap, or even if is free, and by the way all of them are FREE; is the fact that it is really effective and that has to be correctly used what matter most.

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  • Microsoft Days 2010 : Rencontres Techniques, Rencontrez des experts pour enrichir vos connaissances

    Microsoft Days 2010 : Rencontres Techniques, Rencontrez des experts pour enrichir vos connaissances Du 1er Avril au 15 Juin, les partenaires Microsoft viennent à la rencontre des développeurs et professionnels de l'informatique en organisant des événements en région, sponsorisés par les Microsoft Days. Au programme de ces journées : - tour d'horizon des derniers lancements comme Office 2010, SQL Server 2008 R2, Visual Studio 2010, SharePoint 2010, Windows Azure, etc. - démonstrations live pour vous permettre de découvrir et d'explorer les dernières innovations, résolument tournées vers l'utilisateur. D'autres thématiques seront abordées selon les étapes, parmi lesquelles Windows Server...

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  • SEO Tools and Techniques

    Internet marketing, one of the latest marketing techniques which are a very effective method of selling products through online network and SEO is the major source of internet marketing. It focuses on increasing the web traffic on a particular website, through popular search engines. Search Engine Optimisation can be categorized into various broad topics such as image search, local search and various business specific searches.

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  • Enhancing Your SEO Techniques

    When it comes to SEO, there are a lot of things to consider before you can consider yourself a true SEO expert. From the mastering of the basics all the way to knowing the advanced SEO techniques, these and many more must be learned before one becomes adept.

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  • Techniques for lighting a texture (no shadows)

    - by Paul Manta
    I'm trying to learn about dynamic shadows for 2D graphics. While I understand the basic ideas behind determining what areas should be lit and which should be in shadow, I don't know how I would "lighten" a texture in the first place. Could you go over various popular techniques for lighting a texture and what (dis)advantages each one has? Also, how is lighting a texture with colored light different from using white light?

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  • Master SEO Techniques in 7 Easy Steps

    Learning SEO may need a lot of time and effort, but it can definitely be done. If you'd like to learn how to optimise your website for the search engines, you'll have to invest a chunk of your time and energy to master SEO techniques.

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  • SEO Techniques - The Importance of Linking the Right Way

    SEO techniques are very useful to get your website up and running to where you want it to be to the point where natural SEO starts to take over. When I create links outside of my own website I make sure that the search engines know about them. This way I can get an added link value to the ones I create. I bookmark every single one. There are pieces of software out there to help you with this process.

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  • General programming techniques to speed up coding time

    - by mcwise
    I am preparing for a programming contest in C++ where it is all about producing working code in a short time. An example would be to use a macro to get the minimum of two ints(but I was told that you shouldn't use macros as they are not type-safe) or using memsets to initialize arrays (but I was told that you shouldn't use memsets in C++). This leads to the question, what kind of coding techniques exist to use at a real job?

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