Search Results

Search found 17569 results on 703 pages for 'computer intelligence'.

Page 68/703 | < Previous Page | 64 65 66 67 68 69 70 71 72 73 74 75  | Next Page >

  • What problems have you solved using genetic algorithms/genetic programming?

    - by knorv
    Genetic algorithms (GA) and genetic programming (GP) are interesting areas of research. I'd like to know about specific problems you - the SO reader - have solved using GA/GP and what libraries/frameworks you used if you didn't roll your own. Questions: What problems have you used GA/GP to solve? What libraries/frameworks did you use? I'm looking for first-hand experiences, so please do not answer unless you have that.

    Read the article

  • Extracting pure content / text from HTML Pages by excluding navigation and chrome content

    - by Ankur Gupta
    Hi, I am crawling news websites and want to extract News Title, News Abstract (First Paragraph), etc I plugged into the webkit parser code to easily navigate webpage as a tree. To eliminate navigation and other non news content I take the text version of the article (minus the html tags, webkit provides api for the same). Then I run the diff algorithm comparing various article's text from same website this results in similar text being eliminated. This gives me content minus the common navigation content etc. Despite the above approach I am still getting quite some junk in my final text. This results in incorrect News Abstract being extracted. The error rate is 5 in 10 article i.e. 50%. Error as in Can you Suggest an alternative strategy for extraction of pure content, Would/Can learning Natural Language rocessing help in extracting correct abstract from these articles ? How would you approach the above problem ?. Are these any research papers on the same ?. Regards Ankur Gupta

    Read the article

  • Tablet as Car Computer

    - by Austin Fitzpatrick
    Okay, so forward this off to the right place if this isn't the right place to ask this question. I want to use a tablet computer as a car-computer. Minimum features would be to run my music (through iPod, Pandora, whatever I want) and GPS Navigation, watch TV or movies while I'm parked waiting for people, and the hard one: it needs to answer my phone calls with a pleasant interface much like in-dash systems do. It needs to detect that my phone is ringing in my pocket and provide an on-screen answer/ignore and then route the audio through the cars speakers. It would be nice to dial out and have address book access, but that is somewhat secondary. I have an iPhone myself and I figured that an iPad with 3G might make a good system for this - but I'm open to other options if an iPad can't do everything I need. I'm willing to write code, and I'm willing to jailbreak one or both devices. I haven't done much work in Obj-C, but I'm not opposed to learning a new language for this project. It's self enrichment for the most part, as I'm sure I can buy an indash entertainment system for less. Does anyone have experience with the iPhone/iPad SDK that can tell me whether or not it would be possible to get it an iPad to answer my calls in the car? What about an Android tablet? (that Adam looks promising, too).

    Read the article

  • How does Dijkstra's Algorithm and A-Star compare?

    - by KingNestor
    I was looking at what the guys in the Mario AI Competition have been doing and some of them have built some pretty neat Mario bots utilizing the A* (A-Star) Pathing Algorithm. (Video of Mario A* Bot In Action) My question is, how does A-Star compare with Dijkstra? Looking over them, they seem similar. Why would someone use one over the other? Especially in the context of pathing in games?

    Read the article

  • Artificial Inteligence library in python

    - by João Portela
    I was wondering if there are any python AI libraries similar to aima-python but for a more recent version of python... and how they are in comparison to aima-python. I was particularly interested in search algorithms such as hill-climbing, simulated annealing, tabu search and genetic algorithms. edit: made the question more clear.

    Read the article

  • How do you solve the 15-puzzle with A-Star or Dijkstra's Algorithm?

    - by Sean
    I've read in one of my AI books that popular algorithms (A-Star, Dijkstra) for path-finding in simulation or games is also used to solve the well-known "15-puzzle". Can anyone give me some pointers on how I would reduce the 15-puzzle to a graph of nodes and edges so that I could apply one of these algorithms? If I were to treat each node in the graph as a game state then wouldn't that tree become quite large? Or is that just the way to do it?

    Read the article

  • Heuristic to identify if a series of 4 bytes chunks of data are integers or floats

    - by flint
    What's the best heuristic I can use to identify whether a chunk of X 4-bytes are integers or floats? A human can do this easily, but I wanted to do it programmatically. I realize that since every combination of bits will result in a valid integer and (almost?) all of them will also result in a valid float, there is no way to know for sure. But I still would like to identify the most likely candidate (which will virtually always be correct; or at least, a human can do it). For example, let's take a series of 4-bytes raw data and print them as integers first and then as floats: 1 1.4013e-45 10 1.4013e-44 44 6.16571e-44 5000 7.00649e-42 1024 1.43493e-42 0 0 0 0 -5 -nan 11 1.54143e-44 Obviously they will be integers. Now, another example: 1065353216 1 1084227584 5 1085276160 5.5 1068149391 1.33333 1083179008 4.5 1120403456 100 0 0 -1110651699 -0.1 1195593728 50000 These will obviously be floats. PS: I'm using C++ but you can answer in any language, pseudo code or just in english.

    Read the article

  • RTS AI: where to start?

    - by awegawef
    I'd like to begin tinkering around with an RTS AI, but I'm having trouble finding a good environment to work with, ie a game that has been already created. I have looked at Spring RTS and Bos Wars, but they don't seem to be conducive to creating simple examples. I am not totally opposed to writing my own game environment, it would just take a long time. Does anyone have a suggestion as to how I can get my feet wet without programming my own game?

    Read the article

  • ai: Determining what tests to run to get most useful data

    - by Sai Emrys
    This is for http://cssfingerprint.com I have a system (see about page on site for details) where: I need to output a ranked list, with confidences, of categories that match a particular feature vector the binary feature vectors are a list of site IDs & whether this session detected a hit feature vectors are, for a given categorization, somewhat noisy (sites will decay out of history, and people will visit sites they don't normally visit) categories are a large, non-closed set (user IDs) my total feature space is approximately 50 million items (URLs) for any given test, I can only query approx. 0.2% of that space I can only make the decision of what to query, based on results so far, ~10-30 times, and must do so in <~100ms (though I can take much longer to do post-processing, relevant aggregation, etc) getting the AI's probability ranking of categories based on results so far is mildly expensive; ideally the decision will depend mostly on a few cheap sql queries I have training data that can say authoritatively that any two feature vectors are the same category but not that they are different (people sometimes forget their codes and use new ones, thereby making a new user id) I need an algorithm to determine what features (sites) are most likely to have a high ROI to query (i.e. to better discriminate between plausible-so-far categories [users], and to increase certainty that it's any given one). This needs to take into balance exploitation (test based on prior test data) and exploration (test stuff that's not been tested enough to find out how it performs). There's another question that deals with a priori ranking; this one is specifically about a posteriori ranking based on results gathered so far. Right now, I have little enough data that I can just always test everything that anyone else has ever gotten a hit for, but eventually that won't be the case, at which point this problem will need to be solved. I imagine that this is a fairly standard problem in AI - having a cheap heuristic for what expensive queries to make - but it wasn't covered in my AI class, so I don't actually know whether there's a standard answer. So, relevant reading that's not too math-heavy would be helpful, as well as suggestions for particular algorithms. What's a good way to approach this problem?

    Read the article

  • What programming languages do the top tier Universities teach?

    - by Simucal
    I'm constantly being inundated with articles and people talking about how most of today's Universities are nothing more than Java vocational schools churning out mediocre programmer after mediocre programmer. Our very own Joel Spolsky has his famous article, "The Perils of Java Schools." Similarly, Alan Kay, a famous Computer Scientist (and SO member) has said this in the past: "I fear — as far as I can tell — that most undergraduate degrees in computer science these days are basically Java vocational training." - Alan Kay (link) If the languages being taught by the schools are considered such a contributing factor to the quality of the school's program then I'm curious what languages do the "top-tier" computer science schools teach (MIT, Carnegie Mellon, Stanford, etc)? If the average school is performing so poorly due in large part the languages (or lack of) that they teach then what languages do the supposed "good" cs programs teach that differentiate them? If you can, provide the name of the school you attended, followed by a list of the languages they use throughout their coursework. Edit: Shog-9 asks why I don't get this information directly from the schools websites themselves. I would, but many schools websites don't discuss the languages they use in their class descriptions. Quite a few will say, "using high-level languages we will...", without elaborating on which languages they use. So, we should be able to get a pretty accurate list of languages taught at various well known institutions from the various SO members who have attended at them.

    Read the article

  • Tic-Tac-Toe AI: How to Make the Tree?

    - by cam
    I'm having a huge block trying to understand "trees" while making a Tic-Tac-Toe bot. I understand the concept, but I can't figure out to implement them. Can someone show me an example of how a tree should be generated for such a case? Or a good tutorial on generating trees? I guess the hard part is generating partial trees. I know how to implement generating a whole tree, but not parts of it.

    Read the article

  • Applications for the Church Programming Language

    - by Chris S
    Has anyone worked with the programming language Church? Can anyone recommend practical applications? I just discovered it, and while it sounds like it addresses some long-standing problems in AI and machine-learning, I'm sceptical. I had never heard of it, and was surprised to find it's actually been around for a few years, having been announced in the paper Church: a language for generative models.

    Read the article

  • Good implementations of reinforced learning?

    - by Paperino
    For an ai-class project I need to implement a reinforcement learning algorithm which beats a simple game of tetris. The game is written in Java and we have the source code. I know the basics of reinforcement learning theory but was wondering if anyone in the SO community had hands on experience with this type of thing. What would your recommended readings be for an implementation of reinforced learning in a tetris game? Are there any good open source projects that accomplish similar things that would be worth checking out? Thanks in advanced Edit: The more specific the better, but general resources about the subject are welcomed. Follow up: Thought it would be nice if I posted a followup. Here's the solution (code and writeup) I ended up with for any future students :). Paper / Code

    Read the article

  • Rush Hour - Solving the game

    - by Rubys
    Rush Hour if you're not familiar with it, the game consists of a collection of cars of varying sizes, set either horizontally or vertically, on a NxM grid that has a single exit. Each car can move forward/backward in the directions it's set in, as long as another car is not blocking it. You can never change the direction of a car. There is one special car, usually it's the red one. It's set in the same row that the exit is in, and the objective of the game is to find a series of moves (a move - moving a car N steps back or forward) that will allow the red car to drive out of the maze. I've been trying to think how to solve this problem computationally, and I can really not think of any good solution. I came up with a few: Backtracking. This is pretty simple - Recursion and some more recursion until you find the answer. However, each car can be moved a few different ways, and in each game state a few cars can be moved, and the resulting game tree will be HUGE. Some sort of constraint algorithm that will take into account what needs to be moved, and work recursively somehow. This is a very rough idea, but it is an idea. Graphs? Model the game states as a graph and apply some sort of variation on a coloring algorithm, to resolve dependencies? Again, this is a very rough idea. A friend suggested genetic algorithms. This is sort of possible but not easily. I can't think of a good way to make an evaluation function, and without that we've got nothing. So the question is - How to create a program that takes a grid and the vehicle layout, and outputs a series of steps needed to get the red car out? Sub-issues: Finding some solution. Finding an optimal solution (minimal number of moves) Evaluating how good a current state is Example: How can you move the cars in this setting, so that the red car can "exit" the maze through the exit on the right?

    Read the article

  • Genetic Programming Online Learning

    - by Lirik
    Has anybody seen a GP implemented with online learning rather than the standard offline learning? I've done some stuff with genetic programs and I simply can't figure out what would be a good way to make the learning process online. Please let me know if you have any ideas, seen any implementations, or have any references that I can look at.

    Read the article

  • Neural Network problems

    - by Betamoo
    I am using an external library for Artificial Neural Networks in my project.. While testing the ANN, It gave me output of all NaN (not a number in C#) The ANN has 8 input , 5 hidden , 5 hidden , 2 output, and all activation layers are of Linear type , and it uses back-propagation, with learning rate 0.65 I used one testcase for training { -2.2, 1.3, 0.4, 0.5, 0.1, 5, 3, -5 } ,{ -0.3, 0.2 } for 1000 epoch And I tested it on { 0.2, -0.2, 5.3, 0.4, 0.5, 0, 35, 0.0 } which gave { NaN , NaN} Note: this is one example of many that produces same case... I am trying to discover whether it is a bug in the library, or an illogical configuration.. The reasons I could think of for illogical configuration: All layers should not be linear Can not have descending size layers, i.e 8-5-5-2 is bad.. Only one testcase ? Values must be in range [0,1] or [-1,1] Is any of the above reasons could be the cause of error, or there are some constraints/rules that I do not know in ANN designing..? Note: I am newbie in ANN

    Read the article

  • How do I find the most “Naturally" direct route using A-star (A*)

    - by Greg B
    I have implemented the A* algorithm in AS3 and it works great except for one thing. Often the resulting path does not take the most “natural” or smooth route to the target. In my environment the object can move diagonally as inexpensively as it can move horizontally or vertically. Here is a very simple example; the start point is marked by the S, and the end (or finish) point by the F. | | | | | | | | | | |S| | | | | | | | | x| | | | | | | | | | x| | | | | | | | | | x| | | | | | | | | | x| | | | | | | | | | x| | | | | | | | | | |F| | | | | | | | | | | | | | | | | | | | | | | | | | | | | As you can see, during the 1st round of finding, nodes [0,2], [1,2], [2,2] will all be added to the list of possible node as they all have a score of N. The issue I’m having comes at the next point when I’m trying to decide which node to proceed with. In the example above I am using possibleNodes[0] to choose the next node. If I change this to possibleNodes[possibleNodes.length-1] I get the following path. | | | | | | | | | | |S| | | | | | | | | | |x| | | | | | | | | | |x| | | | | | | | | | |x| | | | | | | | |x| | | | | | | | |x| | | | | | | | |F| | | | | | | | | | | | | | | | | | | | | | | | | | | | | And then with possibleNextNodes[Math.round(possibleNextNodes.length / 2)-1] | | | | | | | | | | |S| | | | | | | | | |x| | | | | | | | | x| | | | | | | | | | x| | | | | | | | | | x| | | | | | | | | | x| | | | | | | | | | |F| | | | | | | | | | | | | | | | | | | | | | | | | | | | | All these paths have the same cost as they all contain the same number of steps but, in this situation, the most sensible path would be as follows... | | | | | | | | | | |S| | | | | | | | | |x| | | | | | | | | |x| | | | | | | | | |x| | | | | | | | | |x| | | | | | | | | |x| | | | | | | | | |F| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Is there a formally accepted method of making the path appear more sensible rather than just mathematically correct?

    Read the article

  • Is the board game "Go" NP complete?

    - by sharkin
    There are plenty of Chess AI's around, and evidently some are good enough to beat some of the world's greatest players. I've heard that many attempts have been made to write successful AI's for the board game Go, but so far nothing has been conceived beyond average amateur level. Could it be that the task of mathematically calculating the optimal move at any given time in Go is an NP-complete problem?

    Read the article

  • What algorithms are suitable for this simple machine learning problem?

    - by user213060
    I have a what I think is a simple machine learning question. Here is the basic problem: I am repeatedly given a new object and a list of descriptions about the object. For example: new_object: 'bob' new_object_descriptions: ['tall','old','funny']. I then have to use some kind of machine learning to find previously handled objects that had similar descriptions, for example, past_similar_objects: ['frank','steve','joe']. Next, I have an algorithm that can directly measure whether these objects are indeed similar to bob, for example, correct_objects: ['steve','joe']. The classifier is then given this feedback training of successful matches. Then this loop repeats with a new object. a Here's the pseudo-code: Classifier=new_classifier() while True: new_object,new_object_descriptions = get_new_object_and_descriptions() past_similar_objects = Classifier.classify(new_object,new_object_descriptions) correct_objects = calc_successful_matches(new_object,past_similar_objects) Classifier.train_successful_matches(object,correct_objects) But, there are some stipulations that may limit what classifier can be used: There will be millions of objects put into this classifier so classification and training needs to scale well to millions of object types and still be fast. I believe this disqualifies something like a spam classifier that is optimal for just two types: spam or not spam. (Update: I could probably narrow this to thousands of objects instead of millions, if that is a problem.) Again, I prefer speed when millions of objects are being classified, over accuracy. What are decent, fast machine learning algorithms for this purpose?

    Read the article

  • Programming Technique: How to create a simple card game

    - by Shyam
    Hi, As I am learning the Ruby language, I am getting closer to actual programming. So I was thinking of creating a simple card game. My question isn't Ruby orientated, but I do know want to learn how to solve this problem with a genuine OOP approach. In my card game I want to have four players. Using a standard deck with 52 cards, no jokers/wildcards. In the game I won't use the Ace as a dual card, it is always the highest card. So, the programming problems I wonder about are the following: How can I sort/randomize the deck of cards? There are four types, each having 13 values. Eventually there can be only unique values, so picking random values could generate duplicates. How can I implement a simple AI? As there are tons of card games, someone would have figured this part out already, so references would be great. I am a truly Ruby nuby, and my goal here is to learn to solve problems, so pseudo code would be great, just to understand how to solve the problem programmatically. I apologize for my grammar and writing style if it's unclear, for it is not my native language. Also pointers to sites where such challenges are explained, would be a great resource! Thank you for your comments, answers and feedback!

    Read the article

  • Higher-order unification

    - by rwallace
    I'm working on a higher-order theorem prover, of which unification seems to be the most difficult subproblem. If Huet's algorithm is still considered state-of-the-art, does anyone have any links to explanations of it that are written to be understood by a programmer rather than a mathematician? Or even any examples of where it works and the usual first-order algorithm doesn't?

    Read the article

  • Designing bayesian networks

    - by devoured elysium
    I have a basic question about Bayesian networks. Let's assume we have an engine, that with 1/3 probability can stop working. I'll call this variable ENGINE. If it stops working, then your car doesn't work. If the engine is working, then your car will work 99% of the time. I'll call this one CAR. Now, if your car is old(OLD), instead of not working 1/3 of the time, your engine will stop working 1/2 of the time. I'm being asked to first design the network and then assign all the conditional probabilities associated with the table. I'd say the diagram of this network would be something like OLD -> ENGINE -> CAR Now, for the conditional probabilities tables I did the following: OLD |ENGINE ------------ True | 0.50 False | 0.33 and ENGINE|CAR ------------ True | 0.99 False | 0.00 Now, I am having trouble about how to define the probabilities of OLD. In my point of view, old is not something that has a CAUSE relationship with ENGINE, I'd say it is more a characteristic of it. Maybe there is a different way to express this in the diagram? If the diagram is indeed correct, how would I go to make the tables? Thanks

    Read the article

  • Sharepoint BDC Error: The title property of entity tblStaff is set to an invalid value

    - by Christopher Rathermel
    I am just starting to create our Business Data Catalog(s) for our practice management system and I am running into an issue w/ our staff table. Background: I am using Business Data Catalog Definition Editor to create my ADF. I am using the RevertToSelf Authentication Mode. I have tried a few other tables and they seem to work just fine thus far.. only issue is w/ the staff table. If I removed all the columns for the staff entity except the ID and a few columns for the name it actually works. So it has a problem w/ one of my columns in tblStaff. I receive this error even when I set up an ADF w/ just this one entity. So w/ no associations.. When attempting to view the record: http://servername/ssp/admin/Content/tblstaff.aspx?StaffID={0} w/ {0} replaced w/ an actual staff ID I get the following error: The title property of entity tblStaff is set to an invalid value. Things I have tried: I noticed that I do have a column in my staff table called "Title" and removed it from ADF w/ no luck... Same error.. I tried to use bdc meta man to create my ADF and I got the same error... Any ideas? Chris

    Read the article

  • chess AI for GAE

    - by Richard
    I am looking for a Chess AI that can be run on Google App Engine. Most chess AI's seem to be written in C and so can not be run on the GAE. It needs to be strong enough to beat a casual player, but efficient enough that it can calculate a move within a single request (less than 10 secs). Ideally it would be written in Python for easier integration with existing code. I came across a few promising projects but they don't look mature: http://code.google.com/p/chess-free http://mariobalibrera.com/mics/ai.html

    Read the article

< Previous Page | 64 65 66 67 68 69 70 71 72 73 74 75  | Next Page >