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Computer Engineering Commons

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Articles 1 - 6 of 6

Full-Text Articles in Computer Engineering

Pathfinding In Computer Games, Ross Graham, Hugh Mccabe, Stephen Sheridan Nov 2015

Pathfinding In Computer Games, Ross Graham, Hugh Mccabe, Stephen Sheridan

The ITB Journal

One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. This report will highlight pathfinding algorithms used presently in games and their shortcomings especially when dealing with real-time pathfinding. With the advances being made in other components, such as physics engines, it is AI that is impeding the next generation of computer games. This report will focus on how machine learning techniques such as Artificial Neural Networks and Genetic Algorithms can be used to enhance an agents ability …


A Java Framework For Computer Vision, Stephen Sheridan Nov 2015

A Java Framework For Computer Vision, Stephen Sheridan

The ITB Journal

This paper outlines a framework implemented entirely in Java that attempts to give students exposure to computer vision systems from a practical standpoint. Various tools and technologies are introduced that will allow a student to acquire an input image through a WebCam, extract useful information from that input image and finally, attempt to make sense of the input.


Autonomous Cars And Driverless Lethal Autonomy, Nyagudi Musandu Nyagudi Nov 2015

Autonomous Cars And Driverless Lethal Autonomy, Nyagudi Musandu Nyagudi

Nyagudi M Nyagudi

“The small picture” - make an advanced autonomous /driverless car. Lots of algorithms, sensors, computers and other gizmos. Now get it to take you to work, park itself and seamlessly run your family errands around the city. Taking grandma to the doctor for the medical check-up, getting the children from school, etc. With Radar, Lidar and other sensors, the car steering with ease through the traffic, no driver to pay, that is another plus, fuel/energy efficiency, yet another plus. It is a bold new world and the sky is the limit. Without the resolution of “small picture” issues there is …


The Design And Implementation Of An Adaptive Chess Game, Mehdi Peiravi Sep 2015

The Design And Implementation Of An Adaptive Chess Game, Mehdi Peiravi

Electronic Theses, Projects, and Dissertations

In recent years, computer games have become a common form of entertainment. Fast advancement in computer technology and internet speed have helped entertainment software developers to create graphical games that keep a variety of players’ interest. The emergence of artificial intelligence systems has evolved computer gaming technology in new and profound ways. Artificial intelligence provides the illusion of intelligence in the behavior of NPCs (Non-Playable-Characters). NPCs are able to use the increased CPU, GPU, RAM, Storage and other bandwidth related capabilities, resulting in very difficult game play for the end user. In many cases, computer abilities must be toned down …


Novelty Wins, “Straight Toward Objective” Loses! Or Book Review: Why Greatness Cannot Be Planned: The Myth Of The Objective, By Kenneth O. Stanley And Joel Lehman, Reuben Hersh Jul 2015

Novelty Wins, “Straight Toward Objective” Loses! Or Book Review: Why Greatness Cannot Be Planned: The Myth Of The Objective, By Kenneth O. Stanley And Joel Lehman, Reuben Hersh

Journal of Humanistic Mathematics

Experiments in evolutionary artificial intelligence demonstrate that progress toward an important, difficult goal is not best achieved by attempting to go directly toward that goal, but rather, by rewarding novelty.


A Theory Of Name Resolution, Pierre Néron, Andrew Tolmach, Eelco Visser, Guido Wachsmuth Jan 2015

A Theory Of Name Resolution, Pierre Néron, Andrew Tolmach, Eelco Visser, Guido Wachsmuth

Computer Science Faculty Publications and Presentations

We describe a language-independent theory for name binding and resolution, suitable for programming languages with complex scoping rules including both lexical scoping and modules. We formulate name resolution as a two-stage problem. First a language-independent scope graph is constructed using language-specific rules from an abstract syntax tree. Then references in the scope graph are resolved to corresponding declarations using a language-independent resolution process. We introduce a resolution calculus as a concise, declarative, and language- independent specification of name resolution. We develop a resolution algorithm that is sound and complete with respect to the calculus. Based on the resolution calculus we …