Search results for: Adaptive games
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 892

Search results for: Adaptive games

382 Adaptive Climate Responsive Vernacular Construction in High Altitude

Authors: Ar. Amitava Sarkar

Abstract:

In the traditional architecture, buildings were designed to achieve human comfort by using locally available building materials and construction technology which were more responsive to their climatic and geographic condition. This paper will try to bring out the wisdom of the local masons and builders, often the inhabitants themselves, about their way of living, and shaping their built environment, indoor and outdoor spaces, as a response to the local climatic conditions, from the findings of a field settlement.

Keywords: Traditional architecture, High altitude, Climatic adaptation, Sustainable construction

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381 Strategic Information in the Game of Go

Authors: Michael Harre, Terry Bossomaier, Ranqing Chu, Allan Snyder

Abstract:

We introduce a novel approach to measuring how humans learn based on techniques from information theory and apply it to the oriental game of Go. We show that the total amount of information observable in human strategies, called the strategic information, remains constant for populations of players of differing skill levels for well studied patterns of play. This is despite the very large amount of knowledge required to progress from the recreational players at one end of our spectrum to the very best and most experienced players in the world at the other and is in contrast to the idea that having more knowledge might imply more 'certainty' in what move to play next. We show this is true for very local up to medium sized board patterns, across a variety of different moves using 80,000 game records. Consequences for theoretical and practical AI are outlined.

Keywords: Board Games, Cognitive Capacity, Decision Theory, Information Theory.

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380 Application of CPN Tools for Simulation and Analysis of Bandwidth Allocation

Authors: Julija Asmuss, Gunars Lauks, Viktors Zagorskis

Abstract:

We consider the problem of bandwidth allocation in a substrate network as an optimization problem for the aggregate utility of multiple applications with diverse requirements and describe a simulation scheme for dynamically adaptive bandwidth allocation protocols. The proposed simulation model based on Coloured Petri Nets (CPN) is realized using CPN Tools.

Keywords: Bandwidth Allocation Problem, Coloured Petri Nets, CPN Tools, Simulation

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379 Robust Parameter and Scale Factor Estimation in Nonstationary and Impulsive Noise Environment

Authors: Zoran D. Banjac, Branko D. Kovacevic

Abstract:

The problem of FIR system parameter estimation has been considered in the paper. A new robust recursive algorithm for simultaneously estimation of parameters and scale factor of prediction residuals in non-stationary environment corrupted by impulsive noise has been proposed. The performance of derived algorithm has been tested by simulations.

Keywords: Adaptive filtering, Non-Gaussian filtering, Robustestimation, Scale factor estimation.

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378 MRAS Based Speed Sensorless Control of Induction Motor Drives

Authors: Nadia Bensiali, Nadia Benalia, Amar Omeiri

Abstract:

The recent trend in field oriented control (FOC) is towards the use of sensorless techniques that avoid the use of speed sensor and flux sensor. Sensors are replaced by estimators or observers to minimise the cost and increase the reliability. In this paper an anlyse of perfomance of a MRAS used in sensorless control of induction motors and sensitvity to machine parameters change are studied.

Keywords: Induction motor drive, adaptive observer, MRAS, stability analysis.

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377 A Study of Hamilton-Jacobi-Bellman Equation Systems Arising in Differential Game Models of Changing Society

Authors: Weihua Ruan, Kuan-Chou Chen

Abstract:

This paper is concerned with a system of Hamilton-Jacobi-Bellman equations coupled with an autonomous dynamical system. The mathematical system arises in the differential game formulation of political economy models as an infinite-horizon continuous-time differential game with discounted instantaneous payoff rates and continuously and discretely varying state variables. The existence of a weak solution of the PDE system is proven and a computational scheme of approximate solution is developed for a class of such systems. A model of democratization is mathematically analyzed as an illustration of application.

Keywords: Differential games, Hamilton-Jacobi-Bellman equations, infinite horizon, political-economy models.

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376 Exploring Tree Growth Variables Influencing Carbon Sequestration in the Face of Climate Change

Authors: F. S. Eguakun, P. O. Adesoye

Abstract:

One of the major problems being faced by human society is that the global temperature is believed to be rising due to human activity that releases carbon IV Oxide (CO2) to the atmosphere. Carbon IV Oxide is the most important greenhouse gas influencing global warming and possible climate change. With climate change becoming alarming, reducing CO2 in our atmosphere has become a primary goal of international efforts. Forest lands are major sink and could absorb large quantities of carbon if the trees are judiciously managed. The study aims at estimating the carbon sequestration capacity of Pinus caribaea (pine) and Tectona grandis (Teak) under the prevailing environmental conditions and exploring tree growth variables that influences the carbon sequestration capacity in Omo Forest Reserve, Ogun State, Nigeria. Improving forest management by manipulating growth characteristics that influences carbon sequestration could be an adaptive strategy of forestry to climate change. Random sampling was used to select Temporary Sample Plots (TSPs) in the study area from where complete enumeration of growth variables was carried out within the plots. The data collected were subjected to descriptive and correlational analyses. The results showed that average carbon stored by Pine and Teak are 994.4±188.3 Kg and 1350.7±180.6 Kg respectively. The difference in carbon stored in the species is significant enough to consider choice of species relevant in climate change adaptation strategy. Tree growth variables influence the capacity of the tree to sequester carbon. Height, diameter, volume, wood density and age are positively correlated to carbon sequestration. These tree growth variables could be manipulated by the forest manager as an adaptive strategy for climate change while plantations of high wood density species could be relevant for management strategy to increase carbon storage.

Keywords: Adaptation, carbon sequestration, climate change, growth variables, wood density.

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375 Analysis of Take-off Phase of Somersaults with Twisting along the Longitudinal Body Axis

Authors: P. Hedbávný, M. Kalichová

Abstract:

The contribution deals with problem of take-off phase of back somersault with twisting with various numbers of twists along longitudinal body axis. The aim was to evaluate the changes in angles during transition phase from back handspring to back somersault using 3D kinematic analysis of the somersaults. We used Simi Motion System for the 3D kinematic analysis of the observed gymnastic element performed by Czech Republic female representative and 2008 Summer Olympic Games participant. The results showed that the higher the number of twists, the smaller the touchdown angle in which the gymnasts lands on the pad in the beginning of take-off phase. In back somersault with one twist (180°) the average angle is 54°, in 1080° back somersault the average angle is 45.9°. These results may help to improve technical training of sports gymnasts.

Keywords: back somersault with twisting, biomechanicalanalysis, take-off

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374 Variable Step-Size APA with Decorrelation of AR Input Process

Authors: Jae Wook Shin, Ju-man Song, Hyun-Taek Choi, Poo Gyeon Park

Abstract:

This paper introduces a new variable step-size APA with decorrelation of AR input process is based on the MSD analysis. To achieve a fast convergence rate and a small steady-state estimation error, he proposed algorithm uses variable step size that is determined by minimising the MSD. In addition, experimental results show that the proposed algorithm is achieved better performance than the other algorithms.

Keywords: adaptive filter, affine projection algorithm, variable step size.

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373 Variable Regularization Parameter Normalized Least Mean Square Adaptive Filter

Authors: Young-Seok Choi

Abstract:

We present a normalized LMS (NLMS) algorithm with robust regularization. Unlike conventional NLMS with the fixed regularization parameter, the proposed approach dynamically updates the regularization parameter. By exploiting a gradient descent direction, we derive a computationally efficient and robust update scheme for the regularization parameter. In simulation, we demonstrate the proposed algorithm outperforms conventional NLMS algorithms in terms of convergence rate and misadjustment error.

Keywords: Regularization, normalized LMS, system identification, robustness.

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372 Some (v + 1, b + r + λ + 1, r + λ + 1, k, λ + 1) Balanced Incomplete Block Designs (BIBDs) from Lotto Designs (LDs)

Authors: Oluwaseun. A. Alawode, Timothy. A. Bamiduro, Adekunle. A. Eludire

Abstract:

The paper considered the construction of BIBDs using potential Lotto Designs (LDs) earlier derived from qualifying parent BIBDs. The study utilized Li’s condition  pr t−1  ( t−1 2 ) + pr− pr t−1 (t−1) 2  < ( p 2 ) λ, to determine the qualification of a parent BIBD (v, b, r, k, λ) as LD (n, k, p, t) constrained on v ≥ k, v ≥ p, t ≤ min{k, p} and then considered the case k = t since t is the smallest number of tickets that can guarantee a win in a lottery. The (15, 140, 28, 3, 4) and (7, 7, 3, 3, 1) BIBDs were selected as parent BIBDs to illustrate the procedure. These BIBDs yielded three potential LDs each. Each of the LDs was completely generated and their properties studied. The three LDs from the (15, 140, 28, 3, 4) produced (9, 84, 28, 3, 7), (10, 120, 36, 3, 8) and (11, 165, 45, 3, 9) BIBDs while those from the (7, 7, 3, 3, 1) produced the (5, 10, 6, 3, 3), (6, 20, 10, 3, 4) and (7, 35, 15, 3, 5) BIBDs. The produced BIBDs follow the generalization (v + 1, b + r + λ + 1, r +λ+1, k, λ+1) where (v, b, r, k, λ) are the parameters of the (9, 84, 28, 3, 7) and (5, 10, 6, 3, 3) BIBDs. All the BIBDs produced are unreduced designs.

Keywords: Balanced Incomplete Block Designs, Lotto Designs, Unreduced Designs, Lottery games.

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371 On Adaptive, Auto-Configurable Apps

Authors: Prisa Damrongsiri, Kittinan Pongpianskul, Mario Kubek, Herwig Unger

Abstract:

Apps are today the most important possibility to adapt mobile phones and computers to fulfill the special needs of their users. Location- and context-sensitive programs are hereby the key to support the interaction of the user with his/her environment and also to avoid an overload with a plenty of dispensable information. The contribution shows, how a trusted, secure and really bi-directional communication and interaction among users and their environment can be established and used, e.g. in the field of home automation.

Keywords: Apps, context-sensitive, location-sensitive, selfconfiguration, mobile computing, smart home.

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370 Simulation of Online Communities Using MAS Social and Spatial Organisations

Authors: Maya Rupert, Salima Hassas, Carlos Li, John Sherwood

Abstract:

Online Communities are an example of sociallyaware, self-organising, complex adaptive computing systems. The multi-agent systems (MAS) paradigm coordinated by self-organisation mechanisms has been used as an effective way for the simulation and modeling of such systems. In this paper, we propose a model for simulating an online health community using a situated multi-agent system approach, governed by the co-evolution of the social and spatial organisations of the agents.

Keywords: multi-agent systems, organizations, online communities.

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369 Violent Videogame Playing and Its Relations to Antisocial Behaviors

Authors: Martin Jelínek, Petr Květon

Abstract:

The presented study focuses on relations between violent videogames playing and various types of antisocial behavior, namely bullying (verbal, indirect, and physical), physical aggression and delinquency. Relevant relationships were also examined with respect to gender. Violent videogames exposure (VGV) was measured by respondents’ most favored games and self-evaluation of its level of violence and frequency of playing. Antisocial behaviors were assessed by self-report questionnaires. The research sample consisted of 333 (166 males, 167 females) primary and secondary school students at the age between 10 and 19 years (m=14.98, sd=1.77). It was found that violent videogames playing is associated with physical aggression (rho=0.288, 95% CI [0.169;0.400]) and bullying (rho=0.369, 95% CI [0.254;0.476]). By means of gender, these relations were slightly weaker in males (VGV - physical aggression: rho=0.104, 95% CI [-0.061;0.264], VGV – bullying: rho=.200, 95% CI [0.032;0.356]) than in females (VGV - physical aggression: rho=0.257, 95% CI [0.089;0.411], VGV – bullying: rho=0.279, 95% CI [0.110;0.432]).

Keywords: Aggression, bullying, gender, violent videogames.

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368 Coordinated Multi-Point Scheme Based On Channel State Information in MIMO-OFDM System

Authors: Su-Hyun Jung, Chang-Bin Ha, Hyoung-Kyu Song

Abstract:

Recently, increasing the quality of experience (QoE) is an important issue. Since performance degradation at cell edge extremely reduces the QoE, several techniques are defined at LTE/LTE-A standard to remove inter-cell interference (ICI). However, the conventional techniques have disadvantage because there is a trade-off between resource allocation and reliable communication. The proposed scheme reduces the ICI more efficiently by using channel state information (CSI) smartly. It is shown that the proposed scheme can reduce the ICI with fewer resources.

Keywords: Adaptive beam forming, CoMP, LTE-A, ICI reduction.

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367 An Investigation into the Application of Artificial Neural Networks to the Prediction of Injuries in Sport

Authors: J. McCullagh, T. Whitfort

Abstract:

Artificial Neural Networks (ANNs) have been used successfully in many scientific, industrial and business domains as a method for extracting knowledge from vast amounts of data. However the use of ANN techniques in the sporting domain has been limited. In professional sport, data is stored on many aspects of teams, games, training and players. Sporting organisations have begun to realise that there is a wealth of untapped knowledge contained in the data and there is great interest in techniques to utilise this data. This study will use player data from the elite Australian Football League (AFL) competition to train and test ANNs with the aim to predict the onset of injuries. The results demonstrate that an accuracy of 82.9% was achieved by the ANNs’ predictions across all examples with 94.5% of all injuries correctly predicted. These initial findings suggest that ANNs may have the potential to assist sporting clubs in the prediction of injuries.

Keywords: Artificial Neural Networks, data, injuries, sport

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366 Multigrid Bilateral Filter

Authors: Zongqing Lu

Abstract:

It has proved that nonlinear diffusion and bilateral filtering (BF) have a closed connection. Early effort and contribution are to find a generalized representation to link them by using adaptive filtering. In this paper a new further relationship between nonlinear diffusion and bilateral filtering is explored which pays more attention to numerical calculus. We give a fresh idea that bilateral filtering can be accelerated by multigrid (MG) scheme which likes the nonlinear diffusion, and show that a bilateral filtering process with large kernel size can be approximated by a nonlinear diffusion process based on full multigrid (FMG) scheme.

Keywords: Bilateral filter, multigrid

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365 A Study of Neuro-Fuzzy Inference System for Gross Domestic Product Growth Forecasting

Authors: Ε. Giovanis

Abstract:

In this paper we present a Adaptive Neuro-Fuzzy System (ANFIS) with inputs the lagged dependent variable for the prediction of Gross domestic Product growth rate in six countries. We compare the results with those of Autoregressive (AR) model. We conclude that the forecasting performance of neuro-fuzzy-system in the out-of-sample period is much more superior and can be a very useful alternative tool used by the national statistical services and the banking and finance industry.

Keywords: Autoregressive model, Forecasting, Gross DomesticProduct, Neuro-Fuzzy

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364 Evaluation of Evolution Strategy, Genetic Algorithm and their Hybrid on Evolving Simulated Car Racing Controllers

Authors: Hidehiko Okada, Jumpei Tokida

Abstract:

Researchers have been applying tional intelligence (AI/CI) methods to computer games. In this research field, further researchesare required to compare AI/CI methods with respect to each game application. In th our experimental result on the comparison of three evolutionary algorithms – evolution strategy, genetic algorithm, and their hybrid applied to evolving controller agents for the CIG 2007 Simulated Car Racing competition. Our experimental result shows that, premature convergence of solutions was observed in the case of ES, and GA outperformed ES in the last half of generations. Besides, a hybrid which uses GA first and ES next evolved the best solution among the whole solutions being generated. This result shows the ability of GA in globally searching promising areas in the early stage and the ability of ES in locally searching the focused area (fine-tuning solutions).

Keywords: Evolutionary algorithm, autonomous agent, neuroevolutions, simulated car racing.

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363 Playing Games with Genetic Algorithms: Application on Price-QoS Competition in Telecommunications Market

Authors: M’hamed Outanoute, Mohamed Baslam, Belaid Bouikhalene

Abstract:

The customers use the best compromise criterion between price and quality of service (QoS) to select or change their Service Provider (SP). The SPs share the same market and are competing to attract more customers to gain more profit. Due to the divergence of SPs interests, we believe that this situation is a non-cooperative game of price and QoS. The game converges to an equilibrium position known Nash Equilibrium (NE). In this work, we formulate a game theoretic framework for the dynamical behaviors of SPs. We use Genetic Algorithms (GAs) to find the price and QoS strategies that maximize the profit for each SP and illustrate the corresponding strategy in NE. In order to quantify how this NE point is performant, we perform a detailed analysis of the price of anarchy induced by the NE solution. Finally, we provide an extensive numerical study to point out the importance of considering price and QoS as a joint decision parameter.

Keywords: Pricing, QoS, Market share game, Genetic algorithms, Nash equilibrium, Learning, Price of anarchy.

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362 On a Conjecture Regarding the Adam Optimizer

Authors: Mohamed Akrout, Douglas Tweed

Abstract:

The great success of deep learning relies on efficient optimizers, which are the algorithms that decide how to adjust network weights and biases based on gradient information. One of the most effective and widely used optimizers in recent years has been the method of adaptive moments, or Adam, but the mathematical reasons behind its effectiveness are still unclear. Attempts to analyse its behaviour have remained incomplete, in part because they hinge on a conjecture which has never been proven, regarding ratios of powers of the first and second moments of the gradient. Here we show that this conjecture is in fact false, but that a modified version of it is true, and can take its place in analyses of Adam.

Keywords: Adam optimizer, Bock’s conjecture, stochastic optimization, average regret.

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361 An Augmented-Reality Interactive Card Game for Teaching Elementary School Students

Authors: YuLung Wu, YuTien Wu, ShuMey Yu

Abstract:

Game-based learning can enhance the learning motivation of students and provide a means for them to learn through playing games. This study used augmented reality technology to develop an interactive card game as a game-based teaching aid for delivering elementary school science course content with the aim of enhancing student learning processes and outcomes. Through playing the proposed card game, students can familiarize themselves with appearance, features, and foraging behaviors of insects. The system records the actions of students, enabling teachers to determine their students’ learning progress. In this study, 37 students participated in an assessment experiment and provided feedback through questionnaires. Their responses indicated that they were significantly more motivated to learn after playing the game, and their feedback was mostly positive.

Keywords: Game-based learning, learning motivation, teaching aid, augmented reality.

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360 Improved Simultaneous Performance in the Time Domain and in the Frequency Domain

Authors: Azeddine Ghodbane, David Bensoussan, Maher Hammami

Abstract:

In this study, we introduce an alternative adaptive architecture that enhances both time and frequency performance, helpfully mitigating the effects of disturbances from the input plant and external disturbances affecting the output. To facilitate superior performance in both the time and frequency domains, we have developed a user-friendly interactive design methods using the GeoGebra platform.

Keywords: Control theory, decentralized control, sensitivity theory, input-output stability theory, robust multivariable feedback control design.

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359 Blind Low Frequency Watermarking Method

Authors: Dimitar Taskovski, Sofija Bogdanova, Momcilo Bogdanov

Abstract:

We present a low frequency watermarking method adaptive to image content. The image content is analyzed and properties of HVS are exploited to generate a visual mask of the same size as the approximation image. Using this mask we embed the watermark in the approximation image without degrading the image quality. Watermark detection is performed without using the original image. Experimental results show that the proposed watermarking method is robust against most common image processing operations, which can be easily implemented and usually do not degrade the image quality.

Keywords: Blind, digital watermarking, low frequency, visualmask.

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358 Determination of Sequential Best Replies in N-player Games by Genetic Algorithms

Authors: Mattheos K. Protopapas, Elias B. Kosmatopoulos

Abstract:

An iterative algorithm is proposed and tested in Cournot Game models, which is based on the convergence of sequential best responses and the utilization of a genetic algorithm for determining each player-s best response to a given strategy profile of its opponents. An extra outer loop is used, to address the problem of finite accuracy, which is inherent in genetic algorithms, since the set of feasible values in such an algorithm is finite. The algorithm is tested in five Cournot models, three of which have convergent best replies sequence, one with divergent sequential best replies and one with “local NE traps"[14], where classical local search algorithms fail to identify the Nash Equilibrium. After a series of simulations, we conclude that the algorithm proposed converges to the Nash Equilibrium, with any level of accuracy needed, in all but the case where the sequential best replies process diverges.

Keywords: Best response, Cournot oligopoly, genetic algorithms, Nash equilibrium.

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357 Combination Scheme of Affine Projection Algorithm Filters with Complementary Order

Authors: Young-Seok Choi

Abstract:

This paper proposes a complementary combination scheme of affine projection algorithm (APA) filters with different order of input regressors. A convex combination provides an interesting way to keep the advantage of APA having different order of input regressors. Consequently, a novel APA which has the rapid convergence and the reduced steady-state error is derived. Experimental results show the good properties of the proposed algorithm.

Keywords: Adaptive filter, affine projection algorithm, convex combination, input order.

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356 The Implementation of Spatio-Temporal Graph to Represent Situations in the Virtual World

Authors: Gung-Hun Jung, Jong-Hee Park

Abstract:

In this paper, we develop a Spatio-Temporal graph as of a key component of our knowledge representation Scheme. We design an integrated representation Scheme to depict not only present and past but future in parallel with the spaces in an effective and intuitive manner. The resulting multi-dimensional comprehensive knowledge structure accommodates multi-layered virtual world developing in the time to maximize the diversity of situations in the historical context. This knowledge representation Scheme is to be used as the basis for simulation of situations composing the virtual world and for implementation of virtual agents' knowledge used to judge and evaluate the situations in the virtual world. To provide natural contexts for situated learning or simulation games, the virtual stage set by this Spatio-Temporal graph is to be populated by agents and other objects interrelated and changing which are abstracted in the ontology.

Keywords: Ontology, Virtual Reality, Spatio-Temporal graph.

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355 Experimental Parallel Architecture for Rendering 3D Model into MPEG-4 Format

Authors: Ajay Joshi, Surya Ismail

Abstract:

This paper will present the initial findings of a research into distributed computer rendering. The goal of the research is to create a distributed computer system capable of rendering a 3D model into an MPEG-4 stream. This paper outlines the initial design, software architecture and hardware setup for the system. Distributed computing means designing and implementing programs that run on two or more interconnected computing systems. Distributed computing is often used to speed up the rendering of graphical imaging. Distributed computing systems are used to generate images for movies, games and simulations. A topic of interest is the application of distributed computing to the MPEG-4 standard. During the course of the research, a distributed system will be created that can render a 3D model into an MPEG-4 stream. It is expected that applying distributed computing principals will speed up rendering, thus improving the usefulness and efficiency of the MPEG-4 standard

Keywords: Cluster, parallel architecture, rendering, MPEG-4.

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354 Using Multi-Arm Bandits to Optimize Game Play Metrics and Effective Game Design

Authors: Kenny Raharjo, Ramon Lawrence

Abstract:

Game designers have the challenging task of building games that engage players to spend their time and money on the game. There are an infinite number of game variations and design choices, and it is hard to systematically determine game design choices that will have positive experiences for players. In this work, we demonstrate how multi-arm bandits can be used to automatically explore game design variations to achieve improved player metrics. The advantage of multi-arm bandits is that they allow for continuous experimentation and variation, intrinsically converge to the best solution, and require no special infrastructure to use beyond allowing minor game variations to be deployed to users for evaluation. A user study confirms that applying multi-arm bandits was successful in determining the preferred game variation with highest play time metrics and can be a useful technique in a game designer's toolkit.

Keywords: Game design, multi-arm bandit, design exploration and data mining, player metric optimization and analytics.

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353 Adaptive Skin Segmentation Using Color Distance Map

Authors: Mohammad Shoyaib, M. Abdullah-Al-Wadud, Oksam Chae

Abstract:

In this paper an effective approach for segmenting human skin regions in images taken at different environment is proposed. The proposed method uses a color distance map that is flexible enough to reliably detect the skin regions even if the illumination conditions of the image vary. Local image conditions is also focused, which help the technique to adaptively detect differently illuminated skin regions of an image. Moreover, usage of local information also helps the skin detection process to get rid of picking up much noisy pixels.

Keywords: Color Distance map, Reference skin color, Regiongrowing, Skin segmentation.

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