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Full-Text Articles in Physical Sciences and Mathematics

Partitioning Of Minimotifs Based On Function With Improved Prediction Accuracy, Sanguthevar Rajasekaran, Tian Mi, Jerlin Camilus Merlin, Aaron Oommen, Patrick R. Gradie, Martin R. Schiller Apr 2010

Partitioning Of Minimotifs Based On Function With Improved Prediction Accuracy, Sanguthevar Rajasekaran, Tian Mi, Jerlin Camilus Merlin, Aaron Oommen, Patrick R. Gradie, Martin R. Schiller

Life Sciences Faculty Research

Background

Minimotifs are short contiguous peptide sequences in proteins that are known to have a function in at least one other protein. One of the principal limitations in minimotif prediction is that false positives limit the usefulness of this approach. As a step toward resolving this problem we have built, implemented, and tested a new data-driven algorithm that reduces false-positive predictions.

Methodology/Principal Findings

Certain domains and minimotifs are known to be strongly associated with a known cellular process or molecular function. Therefore, we hypothesized that by restricting minimotif predictions to those where the minimotif containing protein and target protein have …


Artificial Intelligence: Soon To Be The World’S Greatest Intelligence, Or Just A Wild Dream?, Edward R. Kollett Mar 2010

Artificial Intelligence: Soon To Be The World’S Greatest Intelligence, Or Just A Wild Dream?, Edward R. Kollett

Academic Symposium of Undergraduate Scholarship

The purpose of the paper was to examine the field of artificial intelligence. In particular, the paper focused on what has been accomplished towards the goal of making a machine that can think like a human, and the hardships that researchers in the field has faced. It also touched upon the potential outcomes of success. Why is this paper important? As computers become more powerful, the common conception is that they are becoming more intelligent. As computers become more integrated with society and more connected with each other, people again believe they are becoming smarter. Therefore, it is important that …


Evolutionary Artificial Neural Network Weight Tuning To Optimize Decision Making For An Abstract Game, Corey M. Miller Mar 2010

Evolutionary Artificial Neural Network Weight Tuning To Optimize Decision Making For An Abstract Game, Corey M. Miller

Theses and Dissertations

Abstract strategy games present a deterministic perfect information environment with which to test the strategic capabilities of artificial intelligence systems. With no unknowns or random elements, only the competitors’ performances impact the results. This thesis takes one such game, Lines of Action, and attempts to develop a competitive heuristic. Due to the complexity of Lines of Action, artificial neural networks are utilized to model the relative values of board states. An application, pLoGANN (Parallel Lines of Action with Genetic Algorithm and Neural Networks), is developed to train the weights of this neural network by implementing a genetic algorithm over a …


Developing An Effective And Efficient Real Time Strategy Agent For Use As A Computer Generated Force, Kurt Weissgerber Mar 2010

Developing An Effective And Efficient Real Time Strategy Agent For Use As A Computer Generated Force, Kurt Weissgerber

Theses and Dissertations

Computer Generated Forces (CGF) are used to represent units or individuals in military training and constructive simulation. The use of CGF significantly reduces the time and money required for effective training. For CGF to be effective, they must behave as a human would in the same environment. Real Time Strategy (RTS) games place players in control of a large force whose goal is to defeat the opponent. The military setting of RTS games makes them an excellent platform for the development and testing of CGF. While there has been significant research in RTS agent development, most of the developed agents …


A Computational Analysis Of Cognitive Effort, Luca Longo, Stephen Barrett Jan 2010

A Computational Analysis Of Cognitive Effort, Luca Longo, Stephen Barrett

Books/Book Chapters

Cognitive effort is a concept of unquestionable utility in understanding human behaviour. However, cognitive effort has been defined in several ways in literature and in everyday life, suffering from a partial understanding. It is common to say “Pay more attention in studying that subject” or “How much effort did you spend in resolving that task?”, but what does it really mean? This contribution tries to clarify the concept of cognitive effort, by introducing its main influencing factors and by presenting a formalism which provides us with a tool for precise discussion. The formalism is implementable as a computational concept and …


Redtnet: A Network Model For Strategy Games, Philip Hingston, Mike Preuss, Daniel Spierling Jan 2010

Redtnet: A Network Model For Strategy Games, Philip Hingston, Mike Preuss, Daniel Spierling

Research outputs pre 2011

In this work, we develop a simple, graph-based framework, RedTNet, for computational modeling of strategy games and simulations. The framework applies the concept of red teaming as a means by which to explore alternative strategies. We show how the model supports computer-based red teaming in several applications: realtime strategy games and critical infrastructure protection, using an evolutionary algorithm to automatically detect good and often surprising strategies.


A New Design For A Turing Test For Bots, Philip Hingston Jan 2010

A New Design For A Turing Test For Bots, Philip Hingston

Research outputs pre 2011

Interesting, human-like opponents add to the entertainment value of a video game, and creating such opponents is a difficult challenge for programmers. Can artificial intelligence and computational intelligence provide the means to convincingly simulate a human opponent? Or are simple programming tricks and deceptions more effective? To answer these questions, the author designed and organised a game bot programming competition, the BotPrize, in which competitors submit bots that try to pass a “Turing Test for Bots”. In this paper, we describe a new design for the competition, which will make it simpler to run, and, we hope, open up new …


Formalization Of The Ad Hominem Argumentation Scheme, Douglas Walton Jan 2010

Formalization Of The Ad Hominem Argumentation Scheme, Douglas Walton

CRRAR Publications

In this paper, several examples from the literature, and one central new one, are used as case studies of texts of discourse containing an argumentation scheme that has now been widely investigated in literature on argumentation. Argumentation schemes represent common patterns of reasoning used in everyday conversational discourse. The most typical ones represent defeasible arguments based on nonmonotonic reasoning. Each scheme has a matching set of critical questions used to evaluate a particular argument fitting that scheme. The project is to study how to build a formal computational model of this scheme for the circumstantial ad hominem argument using argumentation …


Mythic Game Project Addition Of Artificial Intelligence And Quest System Components, Christopher Alan Ballinger Jan 2010

Mythic Game Project Addition Of Artificial Intelligence And Quest System Components, Christopher Alan Ballinger

Theses Digitization Project

This study will describe the design decisions and principles behind the artificial intelligence (AI) for a multiplayer online role playing game and the use of an expert system to implement it. Mythic is an active project focused on the development of all aspects of a multiplayer online role playing game (MORPG). The goal of Mythic is to develop a system with the capacity to offer similar capabilities as current MORPG games available on the market, as well as providing new innovative features to distinguish it from other MORPG games and make it attractive to potential players.