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The puzzle game 2048, a single-player stochastic game played on a 4 × 4 grid, is the most popular among similar slide-and-merge games. One of the strongest computer players for 2048 uses temporal difference learning (TD learning) on so called N-tuple networks, where the shapes of the N-tuples are given by human based on characteristics of the game. In our previous work (Oka and Matsuzaki, 2016), the...
Data mining has gained much importance in the field of research these days. It makes perfect blend for analyzing data of any fields and provide decision based output. Data generation and storage these days are done at high speed. Non stationary systems play holistic role in providing such data. Availability of such data creates scope of analysis for researchers. Such data which are continuous, unbounded,...
Recent advances in using computer with different fields of sciences produced huge amounts of data. These data represent as an analysis tool and key to overcome many problems. Clustering is a primary process to analyze the data as well as, it's a preprocessing step before other techniques like classification. Density-Based clustering algorithms have advantages like clustering any arbitrary shapes and...
One of the most significant characteristic features of digital histological images is changing of the form of microobjects (cells) of the same class. The requirement to corresponding points is the stability of their position on the contour, i.e. invariance of their position during rotation, translation. The proposed algorithm of determining the corresponding points on the basis of the central moments...
In this paper, we propose a scheme on how to design a smart unicursal game for children on computers or other portable devices. We explain how to implement the game according to the computer graphics theory. In our design, children first select types of unicursals. Then, a unicursal picture with the selected type is adaptively sampled by a versatile algorithm we designed, and subsequently, a scattered...
Space-filling curves have intrigued both artists and mathematicians for a long time. They bridge the gap between aesthetic forms and mathemtical geometry. To enable construction by computer, an efficient recursive algorithm for the generation of space-filling curves is given. The algorithm is elegant, short and considerably easier to implement than previous recursive and non-recursive algorithms,...
Thanks to the continued development of tree search algorithms, of more precise evaluation functions, and of faster hardware, computer Go and computer Shogi have now reached a level of strength sufficient for most amateur players. However, the research about entertaining and coaching human players of board games is still very limited. In this paper, we try first to define what are the requirements...
This paper provided a Data Stream Clustering Algorithm Based on Grid and Relative Density which inherits the advantages of grid based clustering and relative density based clustering which can discover arbitrary-shape and multi-resolution clusters. Meanwhile introduced a concept of support which made algorithm adopt thoughts based on distance-based algorithm, provide the way to solve the effects of...
In simulation and computer game domains, two issues related to pathfinding problems are search algorithm and search space. This paper describes and compares four techniques used for the reduction of search space generation in 2-D simulation and game world environments. In order to improve the computational overheads, reducing size of search space is necessary. The size of search space is related to...
Based on the Lagrange interpolation polynomial algorithm, the error analysis is discussed in this paper. Firstly, we derive the Lagrange interpolation polynomial algorithm and introduce the shape function with the usage of related data figures. Secondly, how to derive the Lagrange interpolation function is also simply introduced. At last, some examples have been given to display the error analysis...
A novel two-stage algorithm for constructing the orthogonal concavity tree (OCT) of a digital object is proposed. In Stage I, it derives the minimum-area orthogonal cover of the object. In Stage II, it constructs the orthogonal hull from the ortho-cover, and while doing so, extracts the orthogonal concavities in an iterative manner. Nested concavities, if any, are obtained by considering each concavity...
In simulation and computer game domains, pathfinding is an important capability for mobile and artificial agents. The problems of pathfinding have been widely studied for decades. The two significant aspect of pathfinding are related to search algorithm and search space. This paper mainly focuses on the search space generation aspect. Search space could be generated manually or automatically and the...
Although several algorithms for computing the reverse skyline queries have been proposed, they are developed only for point datasets and cannot handle reverse skyline queries over arbitrary spatial objects such as regions, polygons or lines. In this paper, we introduce a novel method for processing reverse skyline queries over arbitrary spatial objects. The proposed method also processes reverse skyline...
Recently, computer go has experienced great advance with the introduction of Monte-Carlo Tree Search (MCTS). Although MCTS programs are overall stronger than previous programs, their strength manifests mostly as the game advances. Strong human players applying established opening principles overtake current MCTS programs in the early moves of non-handicap 19×19 games. In this paper, the authors propose...
An Algorithm to calculate the diameter of triple-loop networks TL(N;1,s,s+2) is presented. C# serving as programming language and SQL Server 2000 serving as database are used to execute the algorithm. The diameter of such family of triple-loop networks whose N is given at random and s varied from 2 to N-3, can be calculated by simulating the hyper-L shape tiles. The diameter of such family of triple-loop...
The stack phenomenon existed in milk somatic cell pictures and the shape irregularity. In this paper, firstly a suitable shape factor selected judges whether it occurred in touching. This is in order to reduce false segmentation. An improvement watershed method is proposed which is mainly used in resolving the over-segmentation problem. The idea is obtaining the central points in the local maximum...
This paper presents a novel algorithm to generate Islamic star patterns. Applications of proposed algorithm are widespread. They include creation of aesthetic ornament, architecture, interior design, textile design, tilling, entertainment and web design. This paper explores a novel algorithm to generalize the Islamic pattern based on a novel parametric method. The proposed method generates different...
Packing problems have mathematical as well as practical application point of interest. We present, here, Monotonic Basin Hopping heuristic approach to solve the problem of packing identical circles within a minimum size of circular container. Extensive computational experiments have been performed for analyzing the problem as well as for choosing an appropriate way the parameter values for the proposed...
After analyzing the curvature expression, the inflection points were given by the known planar cubic Bezier control polygon information. Based on that, we proposed an algorithm that can quickly and accurately obtain the shape characteristic points of curve. Experimental results show that the algorithm is rapid, accurate, and robust.
Vertex normal in triangular meshes is an essential surface attribute for point-based smoothing, mesh simplification and feature detection in fields as machine vision, virtual reality and reverse engineering. In order to investigate how weights of the algorithms for vertex normal estimation influence the vertex normal accuracy, theoretically analyses and experiments for algorithms by comparison are...
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