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Full-Text Articles in Other Computer Sciences

Procedural Level Generation For A Top-Down Roguelike Game, Kieran Ahn, Tyler Edmiston May 2023

Procedural Level Generation For A Top-Down Roguelike Game, Kieran Ahn, Tyler Edmiston

Honors Thesis

In this file, I present a sequence of algorithms that handle procedural level generation for the game Fragment, a game designed for CMSI 4071 and CMSI 4071 in collaboration with students from the LMU Animation department. I use algorithms inspired by graph theory and implementing best practices to the best of my ability. The full level generation sequence is comprised of four algorithms: the terrain generation, boss room placement, player spawn point selection, and enemy population. The terrain generation algorithm takes advantage of tree traversal methods to create a connected graph of walkable tiles. The boss room placement algorithm randomly …


Standard Non-Uniform Noise Dataset, Andres Imperial, John M. Edwards May 2021

Standard Non-Uniform Noise Dataset, Andres Imperial, John M. Edwards

Browse all Datasets

Fixed Pattern Noise Non-Uniformity Correction through K-Means Clustering

Fixed pattern noise removal from imagery by software correction is a practical approach compared to a physical hardware correction because it allows for correction post-capture of the imagery. Fixed pattern noise presents a unique challenge for de-noising techniques as the noise does not present itself where large number statistics are effective. Traditional noise removal techniques such as blurring or despeckling produce poor correction results because of a lack of noise identification. Other correction methods developed for fixed pattern noise can often present another problem of misidentification of noise. This problem can result …


Mapping In The Humanities: Gis Lessons For Poets, Historians, And Scientists, Emily W. Fairey May 2019

Mapping In The Humanities: Gis Lessons For Poets, Historians, And Scientists, Emily W. Fairey

Open Educational Resources

User-friendly Geographic Information Systems (GIS) is the common thread of this collection of presentations, and activities with full lesson plans. The first section of the site contains an overview of cartography, the art of creating maps, and then looks at historical mapping platforms like Hypercities and Donald Rumsey Historical Mapping Project. In the next section Google Earth Desktop Pro is introduced, with lessons and activities on the basics of GE such as pins, paths, and kml files, as well as a more complex activity on "georeferencing" an historic map over Google Earth imagery. The final section deals with ARCGIS Online …


Cs04all: Cryptography Module, Hunter R. Johnson Feb 2019

Cs04all: Cryptography Module, Hunter R. Johnson

Open Educational Resources

Cryptography module

This archive contains a series of lessons on cryptography suitable for use in a CS0 course. The only requirement is familiarity with Python, particularly dictionaries, lists, and file IO. It is also assumed that students know how to create stand-alone Python programs and interact with them through the terminal. Most of the work is done in Jupyter notebooks.

The material found in the notebooks is a combination of reading material, exercises, activities and assignments. Below are descriptions of each lesson or assignment and links to notebooks on Cocalc. The same files are available for batch download in this …


Cs04all: Command Line Python, Hunter R. Johnson Feb 2019

Cs04all: Command Line Python, Hunter R. Johnson

Open Educational Resources

Command Line Tutorial

Students are presented with information relating to stand alone Python programs, stdin, stdout, and command line arguments. This is a lab exercise. After completion students should be able to create executable Python programs which can accept input from stdin or command line arguments.

Please begin with the READ_ME file.

https://cocalc.com/share/bde99afd-76c8-493d-9608-db9019bcd346/171/stdin?viewer=share/

This OER material was produced as a result of the CS04ALL CUNY OER project


Cs04all: List Comprehensions, Hunter R. Johnson Feb 2019

Cs04all: List Comprehensions, Hunter R. Johnson

Open Educational Resources

List Comprehensions

This is a tutorial on list comprehensions in Python, suitable for use in an Intro or CS0 course. We also briefly mention set comprehensions and dictionary comprehensions.

https://cocalc.com/share/bde99afd-76c8-493d-9608-db9019bcd346/171/list_comprehensions?viewer=share/

This OER material was produced as a result of the CS04ALL CUNY OER project


Cs04all: Natural Language Processing Project, Hunter R. Johnson Feb 2019

Cs04all: Natural Language Processing Project, Hunter R. Johnson

Open Educational Resources

In this archive there are two activities/assignments suitable for use in a CS0 or Intro course which uses Python.

In the first activity, students are asked to "fill in the code" in a series of short programs that compute a similarity metric (cosine similarity) for text documents. This involves string tokenization, and frequency counting using Python string methods and datatypes.

https://cocalc.com/share/bde99afd-76c8-493d-9608-db9019bcd346/171/Proj1?viewer=share/

In the second activity (taken directly from Think Python 2e) students use a pronunciation dictionary to solve a riddle involving homophones.

https://cocalc.com/share/bde99afd-76c8-493d-9608-db9019bcd346/171/Dicts2?viewer=share/

This OER material was produced as a result of the CS04ALL CUNY OER project


Python List, Natalia Novak Jan 2019

Python List, Natalia Novak

Open Educational Resources

A brief introduction to Python list.

No loops, no decision structures.

For CS0 students. Part of the CUNY CS04All project.


Python String, Natalia Novak Jan 2019

Python String, Natalia Novak

Open Educational Resources

An introduction to Python strings and string formatting.

Proposed lecture slides are supplied with in-class activity, homework assignment, and assessment.

No loops, no decision structures.

For CS0 students.

Part of the CUNY CS04All project.


R Code To Accompany “Principal Component Analysis And Optimization: A Tutorial”, Robert Reris, J. Paul Brooks Jan 2014

R Code To Accompany “Principal Component Analysis And Optimization: A Tutorial”, Robert Reris, J. Paul Brooks

Statistical Sciences and Operations Research Data

This data accompanies "Principal Component Analysis and Optimization: A Tutorial" by Robert Reris and J. Paul Brooks, presented at the 2015 INFORMS Computing Society Conference, Operations Research and Computing: Algorithms and Software for Analytics, Richmond, Virginia January 11-13, 2015.

The data contains R code, output, and comments that follow the examples for principal component analysis in the paper.


Data Files To Accompany "The Support Vector Machine And Mixed Integer Linear Programming: Ramp Loss Svm With L1-Norm Regularization", Eric J. Hess, J. Paul Brooks Jan 2014

Data Files To Accompany "The Support Vector Machine And Mixed Integer Linear Programming: Ramp Loss Svm With L1-Norm Regularization", Eric J. Hess, J. Paul Brooks

Statistical Sciences and Operations Research Data

These files accompany, "The Support Vector Machine and Mixed Integer Linear Programming: Ramp Loss SVM with L1-Norm Regularization" by Eric J. Hess and J. Paul Brooks, presented at the 2015 INFORMS Computing Society Conference, Operations Research and Computing: Algorithms and Software for Analytics, Richmond, Virginia January 11-13, 2015.

The files contain instances of optimization problems that are described in the paper and for which results are reported. The files are in CPLEX LP format. The naming convention of the files is as follows: ndBTj0F.lp, where is the number of samples, is the number of attributes, and refers to …


Pox And The City, Elizabeth S. Goins Sep 2013

Pox And The City, Elizabeth S. Goins

Journal of Interactive Humanities

Pox in the City is a prototype of a social history game that focuses on the medical profession circa 1800 in Edinburgh. The prototype was research, designed and developed on a small budget (about $17,000) and in a short time frame (20 weeks). The experimental design goal was to create a narrative driven educational game that was engaging and delivered some basic educational goals to be used in the high school and college level classrooms. To experiment with writing historic game narrative and to stay within budget, the design was built around a point and click adventure framework. Narrative was …


Open Source Classroom Polling (Interactive Response) Facility, Ronald I. Greenberg Feb 2012

Open Source Classroom Polling (Interactive Response) Facility, Ronald I. Greenberg

Computer Science: Faculty Publications and Other Works

The contents of the UNIX directory resulting from unzipping the .zip file provide a demonstration of a simple polling facililty that instructors can use in class any time that students have access to a web browser. This is a good way to have students work problems and see to what extent they are converging towards correct answers.

Unlike other polling facilities, this one is completely free without any restrictions on number of simultaneous users, etc. It also allows a feature most polling facilities do not in that it may be used for completely free-form answers, and the instructor can still …


Dragon Age: Origins - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp Nov 2009

Dragon Age: Origins - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp

Moving AI Lab: 2D Maps and Benchmark Problems

Maps extracted from Dragon Age: Origins with help and explicit permission from BioWare Corp. for use and distribution as benchmark problems.

Contains 156 maps and benchmark problem sets.


Maze Maps & Benchmark Problems, Nathan R. Sturtevant Jan 2009

Maze Maps & Benchmark Problems, Nathan R. Sturtevant

Moving AI Lab: 2D Maps and Benchmark Problems

Contains 60 maps of size 512x512 and benchmark problem sets. These maps are algorithm-generated mazes with corridor widths of 1, 2, 4, 8, 16, or 32. There are 10 maps and problem sets for each corridor size.


Room Maps & Benchmark Problems, Nathan R. Sturtevant Jan 2009

Room Maps & Benchmark Problems, Nathan R. Sturtevant

Moving AI Lab: 2D Maps and Benchmark Problems

Contains 40 maps of size 512x512 and problem sets. Maps are divided into rooms of size 8x8, 16x16, 32x32, and 64x64. There are 10 maps and problem sets for each room size. Maps with differing room sizes are not scaled: thickness of walls and passages differs.


Random Obstacle Maps & Benchmark Problems, Nathan R. Sturtevant Jan 2009

Random Obstacle Maps & Benchmark Problems, Nathan R. Sturtevant

Moving AI Lab: 2D Maps and Benchmark Problems

Contains 70 maps of size 512x512 and benchmark problem sets. These maps are algorithm-generated by blocking grid cells. Maps contain 10%, 15%, 20%, 25%, 30%, 35%, or 40% blocked cells. There are 10 maps and problem sets for each percentage.


Warcraft Iii - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp. Jul 2002

Warcraft Iii - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp.

Moving AI Lab: 2D Maps and Benchmark Problems

Maps extracted from Warcraft III from Blizzard Corp. for use and distribution as benchmark problems.

Contains 36 maps and benchmark problem sets, scaled to 512x512 and converted to a simple grid-based format.


Baldur's Gate Ii - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp Sep 2000

Baldur's Gate Ii - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp

Moving AI Lab: 2D Maps and Benchmark Problems

Maps extracted by Yngvi Björnsson from Baldur's Gate II with explicit permission from BioWare Corp. for use and distribution as benchmark problems.

Contains 75 maps and benchmark problem sets scaled to 512 x 512 and 120 original scale maps.


Starcraft - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp. Mar 1998

Starcraft - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp.

Moving AI Lab: 2D Maps and Benchmark Problems

Maps extracted from Starcraft from Blizzard Corp. for use and distribution as benchmark problems.

Contains 75 maps and benchmark problem sets, converted to standard format by Dave Churchill and post-processed to remove all but the largest connected component.