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  • How to start the web cam by programmatically?

    - by Nitz
    Hello Guys How to start any web cam through programmatically? my main requirement is it should start webcam? and that should be any application - software not a website. we can use any language. So how can start the web cam using programing language? btw... [I am not talking about the power of the webcam][Any web cam means any companies web cam]

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  • Is enemy / bot A.I. part of the model or controller in an MVC game

    - by Iain
    It could be part of the model because it's part of the business logic of the game. It could be part of the controller because it could be seen as simulating player input, which would be considered part of the controller, right? Or would it? What about a normal enemy, like a goomba in Mario? UPDATE: Wow, that's really not the answer I was expecting. As far as I could tell, A.I. is an internal part of the autonomous game system, hence model. I'm still not convinced.

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  • Automatic music rating based on listening habits

    - by marco92w
    I've created a Winamp-like music player in Delphi. Not so complex, of course. Just a simple one. But now I would like to add a more complex feature: Songs in the library should be automatically rated based on the user's listening habits. This means: The application should "understand" if the user likes a song or not. And not only whether he/she likes it but also how much. My approach so far (data which could be used): Simply measure how often a song was played per time. Start counting time when the song was added to the library so that recent songs don't have any disadvantage. Measure how long a song was played on average (minutes). Starting a song but directly change to another one should have a bad influence on the ranking since the user didn't seem to like the song. ... Could you please help me with this problem? I would just like to have some ideas. I don't need the implementation in Delphi.

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  • How do I create a good evaluation function for a new board game?

    - by A. Rex
    I write programs to play board game variants sometimes. The basic strategy is standard alpha-beta pruning or similar searches, sometimes augmented by the usual approaches to endgames or openings. I've mostly played around with chess variants, so when it comes time to pick my evaluation function, I use a basic chess evaluation function. However, now I am writing a program to play a completely new board game. How do I choose a good or even decent evaluation function? The main challenges are that the same pieces are always on the board, so a usual material function won't change based on position, and the game has been played less than a thousand times or so, so humans don't necessarily play it enough well yet to give insight. (PS. I considered a MoGo approach, but random games aren't likely to terminate.) Any ideas? Game details: The game is played on a 10-by-10 board with a fixed six pieces per side. The pieces have certain movement rules, and interact in certain ways, but no piece is ever captured. The goal of the game is to have enough of your pieces in certain special squares on the board. The goal of the computer program is to provide a player which is competitive with or better than current human players.

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  • Generalizing Fibonacci sequence with SICStus Prolog

    - by Christophe Herreman
    I'm trying to find a solution for a query on a generalized Fibonacci sequence (GFS). The query is: are there any GFS that have 885 as their 12th number? The initial 2 numbers may be restricted between 1 and 10. I already found the solution to find the Nth number in a sequence that starts at (1, 1) in which I explicitly define the initial numbers. Here is what I have for this: fib(1, 1). fib(2, 1). fib(N, X) :- N #> 1, Nmin1 #= N - 1, Nmin2 #= N - 2, fib(Nmin1, Xmin1), fib(Nmin2, Xmin2), X #= Xmin1 + Xmin2. For the query mentioned I thought the following would do the trick, in which I reuse the fib method without defining the initial numbers explicitly since this now needs to be done dynamically: fib2 :- X1 in 1..10, X2 in 1..10, fib(1, X1), fib(2, X2), fib(12, 885). ... but this does not seem to work. Is it not possible this way to define the initial numbers, or am I doing something terribly wrong? I'm not asking for the solution, but any advice that could help me solve this would be greatly appreciated.

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  • Why does A* path finding sometimes go in straight lines and sometimes diagonals? (Java)

    - by Relequestual
    I'm in the process of developing a simple 2d grid based sim game, and have fully functional path finding. I used the answer found in my previous question as my basis for implementing A* path finding. (http://stackoverflow.com/questions/735523/pathfinding-2d-java-game). To show you really what I'm asking, I need to show you this video screen capture that I made. I was just testing to see how the person would move to a location and back again, and this was the result... http://www.screenjelly.com/watch/Bd7d7pObyFo Different choice of path depending on the direction, an unexpected result. Any ideas?

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  • Incomplete information card game

    - by binil
    I would like to develop a trick taking card game. The game is between four players, one of which is a human and the other three hands are played by the computer. Where can I read up about developing the AI for such games?

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  • AI opponent car logic in car race game.

    - by ashok patidar
    hello i want to develop AI car(opponent) in car race game what should be my direction to develop them with less complexity because i don't have any idea. because the player car is moving on the scrolling track plz suggest me should i have to use relative motion or way point concept but that should also be change on the scrolling track (i.e. player car movement)

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  • AI navigation around a 2d map - Avoiding obstacles.

    - by Curt Walker
    Hey there, I know my question seems pretty vague but I can't think of a better way to put it so I'll start off by explaining what I'm trying to do. I'm currently working on a project whereby I've been given a map and I'm coding a 'Critter' that should be able to navigate it's way around the map, the critter has various other functions but are not relevant to the current question. The whole program and solution is being written in C#. I can control the speed of the critter, and retrieve it's current location on the map by returning it's current X and Y position, I can also set it's direction when it collides with the terrain that blocks it. The only problem I have is that I can't think of a way to intelligently navigate my way around the map, so far I've been basing it around what direction the critter is facing when it collides with the terrain, and this is in no way a good way of moving around the map! I'm not a games programmer, and this is for a software assignment, so I have no clue on AI techniques. All I am after is a push in the right direction on how I could go about getting this critter to find it's way around any map given to me. Here's an image of the map and critters to give you an idea of what i'm talking about. Here's a link to an image of what the maps and critters look like. Map and Critter image I'm in no way looking for anyone to give me a full solution, just a push in the general direction on map navigation. Thanks in advance!

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  • Information Gain and Entropy

    - by dhorn
    I recently read this question regarding information gain and entropy. I think I have a semi-decent grasp on the main idea, but I'm curious as what to do with situations such as follows: If we have a bag of 7 coins, 1 of which is heavier than the others, and 1 of which is lighter than the others, and we know the heavier coin + the lighter coin is the same as 2 normal coins, what is the information gain associated with picking two random coins and weighing them against each other? Our goal here is to identify the two odd coins. I've been thinking this problem over for a while, and can't frame it correctly in a decision tree, or any other way for that matter. Any help? EDIT: I understand the formula for entropy and the formula for information gain. What I don't understand is how to frame this problem in a decision tree format. EDIT 2: Here is where I'm at so far: Assuming we pick two coins and they both end up weighing the same, we can assume our new chances of picking H+L come out to 1/5 * 1/4 = 1/20 , easy enough. Assuming we pick two coins and the left side is heavier. There are three different cases where this can occur: HM: Which gives us 1/2 chance of picking H and a 1/4 chance of picking L: 1/8 HL: 1/2 chance of picking high, 1/1 chance of picking low: 1/1 ML: 1/2 chance of picking low, 1/4 chance of picking high: 1/8 However, the odds of us picking HM are 1/7 * 5/6 which is 5/42 The odds of us picking HL are 1/7 * 1/6 which is 1/42 And the odds of us picking ML are 1/7 * 5/6 which is 5/42 If we weight the overall probabilities with these odds, we are given: (1/8) * (5/42) + (1/1) * (1/42) + (1/8) * (5/42) = 3/56. The same holds true for option B. option A = 3/56 option B = 3/56 option C = 1/20 However, option C should be weighted heavier because there is a 5/7 * 4/6 chance to pick two mediums. So I'm assuming from here I weight THOSE odds. I am pretty sure I've messed up somewhere along the way, but I think I'm on the right path! EDIT 3: More stuff. Assuming the scale is unbalanced, the odds are (10/11) that only one of the coins is the H or L coin, and (1/11) that both coins are H/L Therefore we can conclude: (10 / 11) * (1/2 * 1/5) and (1 / 11) * (1/2) EDIT 4: Going to go ahead and say that it is a total 4/42 increase.

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  • Automated Legal Processing

    - by Chris S
    Will it ever be possible to make legal systems quantifiable enough to process with computer algorithms? What technologies would have to be in place before this is possible? Are there any existing technologies that are already trying to accomplish this? Out of curiosity, I downloaded the text for laws in my local municipality, and tried applying some simple NLP tricks to extract rules from sentences. I had mixed results. Some sentences were very explicit (e.g. "Cars may not be left in the park overnight"), but other sentences seemed hopelessly vague (e.g. "The council's purpose is to ensure the well-being of the community"). I apologize if this is too open-ended a topic, but I've often wondered what society would look like if legal systems were based on less ambiguous language. Lawyers, and the legal process in general, are so expensive because they have to manually process a complex set of rules codified in ambiguous legal texts. If this system could be represented in software, this huge expense could potentially be eliminated, making the legal system more accessible for everyone.

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  • Placement of defensive structures in a game

    - by Martin
    I am working on an AI bot for the game Defcon. The game has cities, with varying populations, and defensive structures with limited range. I'm trying to work out a good algorithm for placing defence towers. Cities with higher populations are more important to defend Losing a defence tower is a blow, so towers should be placed reasonably close together Towers and cities can only be placed on land So, with these three rules, we see that the best kind of placement is towers being placed in a ring around the largest population areas (although I don't want an algorithm just to blindly place a ring around the highest area of population, sometime there might be 2 sets of cities far apart, in which case the algorithm should make 2 circles, each one half my total towers). I'm wondering what kind of algorithms might be used for determining placement of towers?

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  • Beginner's resources/introductions to classification algorithms.

    - by Dirk
    Hi, everybody. I am entirely new to the topic of classification algorithms, and need a few good pointers about where to start some "serious reading". I am right now in the process of finding out, whether machine learning and automated classification algorithms could be a worthwhile thing to add to some application of mine. I already scanned through "How to Solve It: Modern heuristics" by Z. Michalewicz and D. Fogel (in particular, the chapters about linear classifiers using neuronal networks), and on the practical side, I am currently looking through the WEKA toolkit source code. My next (planned) step would be to dive into the realm of Bayesian classification algorithms. Unfortunately, I am lacking a serious theoretical foundation in this area (let alone, having used it in any way as of yet), so any hints at where to look next would be appreciated; in particular, a good introduction of available classification algorithms would be helpful. Being more a craftsman and less a theoretician, the more practical, the better... Hints, anyone?

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  • Dynamic Multiple Choice (Like a Wizard) - How would you design it? (e.g. Schema, AI model, etc.)

    - by henry74
    This question can probably be broken up into multiple questions, but here goes... In essence, I'd like to allow users to type in what they would like to do and provide a wizard-like interface to ask for information which is missing to complete a requested query. For example, let's say a user types: "What is the weather like in Springfield?" We recognize the user is interested in weather, but it could be Springfield, Il or Springfield in another state. A follow-up question would be: What Springfield did you want weather for? 1 - Springfield, Il 2 - Springfield, Wi You can probably think of a million examples where a request is missing key data or its ambiguous. Make the assumption the gist of what the user wants can be understood, but there are missing pieces of data required to complete the request. Perhaps you can take it as far back as asking what the user wants to do and "leading" them to a query. This is not AI in the sense of taking any input and truly understanding it. I'm not referring to having some way to hold a conversation with a user. It's about inferring what a user wants, checking to see if there is an applicable service to be provided, identifying the inputs needed and overlaying that on top of what's missing from the request, then asking the user for the remaining information. That's it! :-) How would you want to store the information about services? How would you go about determining what was missing from the input data? My thoughts: Use regex expressions to identify clear pieces of information. These will be matched to the parameters of a service. Figure out which parameters do not have matching data and look up the associated question for those parameters. Ask those questions and capture answers. Re-run the service passing in the newly captured data. These would be more free-form questions. For multiple choice, identify the ambiguity and search for potential matches ranked in order of likelihood (add in user history/preferences to help decide). Provide the top 3 as choices. Thoughts appreciated. Cheers, Henry

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  • Determining what action an NPC will take, when it is partially random but influenced by preferences?

    - by lala
    I want to make characters in a game perform actions that are partially random but also influenced by preferences. For instance, if a character feels angry they have a higher chance of yelling than telling a joke. So I'm thinking about how to determine which action the character will take. Here are the ideas that have come to me. Solution #1: Iterate over every possible action. For each action do a random roll, then add the preference value to that random number. The action with the highest value is the one the character takes. Solution #2: Assign a range of numbers to an action, with more likely actions having a wider range. So, if the random roll returns anywhere from 1-5, the character will tell a joke. If it returns 6-75, they will yell. And so on. Solution #3: Group all the actions and make a branching tree. Will they take a friendly action or a hostile action? The random roll (with preference values added) says hostile. Will they make a physical attack or verbal? The random roll says verbal. Keep going down the line until you reach the action. Solution #1 is the simplest, but hardly efficient. I think Solution #3 is a little more complicated, but isn't it more efficient? Does anyone have any more insight into this particular problem? Is #3 the best solution? Is there a better solution?

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  • Detecting an online poker cheat

    - by Tom Gullen
    It recently emerged on a large poker site that some players were possibly able to see all opponents cards as they played through exploiting a security vulnerability that was discovered. A naïve cheater would win at an incredibly fast rate, and these cheats are caught very quickly usually, and if not caught quickly they are easy to detect through a quick scan through their hand histories. The more difficult problem occurs when the cheater exhibits intelligence, bluffing in spots they are bound to be called in, calling river bets with the worst hands, the basic premise is that they lose pots on purpose to disguise their ability to see other players cards, and they win at a reasonably realistic rate. Given: A data set of millions of verified and complete information hand histories Theoretical unlimited computer power Assume the game No Limit Hold'em, although suggestions on Omaha or limit poker may be beneficial How could we reasonably accurately classify these cheaters? The original 2+2 thread appeals for ideas, and I thought that the SO community might have some useful suggestions. It's an interesting problem also because it is current, and has real application in bettering the world if someone finds a creative solution, as there is a good chance genuine players will have funds refunded to them when identified cheaters are discovered.

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  • Is there any self-improving compiler around?

    - by JohnIdol
    I am not aware of any self-improving compiler, but then again I am not much of a compiler-guy. Is there ANY self-improving compiler out there? Please note that I am talking about a compiler that improves itself - not a compiler that improves the code it compiles. Any pointers appreciated! Side-note: in case you're wondering why I am asking have a look at this post. Even if I agree with most of the arguments I am not too sure about the following: We have programs that can improve their code without human input now — they’re called compilers. ... hence my question.

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  • memristor is a new paradigm (fourth element in integrated circuits)? [closed]

    - by lsalamon
    The memristor will bring a new paradigm of programming, opened enormous opportunities to enable the machines to gain knowledge, creating a new paradigm toward the intelligence altificial. Do you believe that we are paving the way for the era of intelligent machines? More info about : Brain-like systems? "As for the human brain-like characteristics, memristor technology could one day lead to computer systems that can remember and associate patterns in a way similar to how people do. This could be used to substantially improve facial recognition technology or to provide more complex biometric recognition systems that could more effectively restrict access to personal information. These same pattern-matching capabilities could enable appliances that learn from experience and computers that can make decisions." [EDITED] The way is open. News on the subject Brain-Like Computer Closer to Realization

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  • AI opponenet car logic in car race game.

    - by ashok patidar
    hello i want to develop AI car(opponent) in car race game what should be my direction to develop them with less complexity because i don't have any idea. because the player car is moving on the scrolling track plz suggest me should i have to use relative motion or way point concept but that should also be change on the scrolling track (i.e. player car movement)

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  • Mathematics for AI/Machine learning ?

    - by Ankur Gupta
    I intend to build a simple recommendation systems for fun. I read a little on the net and figured being good at math would enable on to build a good recommendation system. My math skills are not good. I am willing to put considerable efforts and time in learning maths. Can you please tell me what mathematics topics should I cover? Also if any of you folks can point me to some online material to learn from it would be great. I am aware of MIT OCW, book like collective intelligence. Math Topics to cover and from where to read would really help.

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