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We nominate the University of Ottawa Software Engineering Program for the 2017 CSEE&T Hall of Fame. This was one of the first three undergraduate software engineering programs in Canada. It was used to help guide the development of the IEEE/ACM SE2004 curriculum recommendations. It is accredited by both the Canadian Engineering Accreditation Board and the Computer Science Accreditation Council...
The environmental sounds are usually classified by a convolutional neural network. However, there are few studies investigates the network input construction issue. In this paper, we investigate the impact of time resolution index of input spectrogram on classification performance. We want to verify whether the impact exists and quantify the impact. To this end, we adopt an efficient convolutional...
Future of food innovation lies in the art and science of designing an interactive connected intelligent device that can detect how we feel and display the content suitable for individual consumers. We designed a smart dining table and chairs that can detect, sense, and analyze consumer's satisfaction, and interact with consumers. A team of furniture designer, software engineers, mechanical engineer,...
Traditional Chinese Medicine (TCM) symptoms are the basis of the diagnosis and differentiation. Analyzing TCM symptoms is significant for discovering the knowledge of TCM. Different doctors of TCM prefers using different terms for the same symptom, which is not conducive to the standardization of TCM knowledge and hinders the heritage of TCM. This paper presents a solution to structure the symptoms...
Traditional Chinese Medicine (TCM) symptoms are the basis of the diagnosis and differentiation. Analyzing TCM symptoms is significant for discovering the knowledge of TCM. Different doctors of TCM prefers using different terms for the same symptom, which is not conducive to the standardization of TCM knowledge and hinders the heritage of TCM. This paper presents a solution to structure the symptoms...
We investigate the differentiation of cold and heat syndromes in Traditional Chinese Medicine with a special concern on the issue of data imbalance. Data imbalance occurs frequently in syndrome differentiation. In this study, we use a neural network classifier, fastText, to differentiate cold and heat syndromes, which have skewed distributions in the medical records and in the population. We investigate...
This paper presents a system that encourages players to use their body segments in a balance fashion and perform more various motions. To achieve a healthy status, the balance in the use of body segments is imperative. In general motion games, the user faces problems in memorization of motions or performing of repetitive movements, leading to an unbalanced use of body segments. This paper proposes...
Self-adaptive software systems make decisions at run time that seek to change their behavior in response to faults, changing environments and attacks. Therefore, having an appropriate planning approach to find an adaptation plan is critical to successful self-adaptation. For many realistic systems, ideally one would like to have a planning approach that is both quick and finds an optimal adaptation...
Electromyogram (EMG) signal can be defined as the electrical activity of muscles cells. It is commonly used in motion recognition, treatment of neuromuscular disorders and prosthetic hand control. In this study, classification of EMG signals obtained from 6 different hand shapes of holding object was proposed. At first Short Time Fourier Transform of the EMG signal were evaluated to obtain their Time-Frekans...
Recently, the introduction of vision-based deep Q learning demonstrated successful results in Atari, and Visual Doom AI platform. Unlike the previous study, the fighting game assumes two players with a relatively large number of actions. In this study, we propose to use deep Q Networks (DQN) for the visual fighting game AI competitions. The number of actions was reduced to 11 and the sensitivity of...
We present the Showdown AI Competition, a game-based AI competition built around a clone of the popular game Pokemon. This is a game of turn-based team battle, where the objective is to defeat an opponent team using clever combinations of creatures and their abilities. The gameplay is reminiscent of computer role-playing game battles and collectible card games. The game has characteristics, such as...
The domain of text-based adventure games has been recently established as a new challenge of creating the agent that is both able to understand natural language, and acts intelligently in text-described environments. In this paper, we present our approach to tackle the problem. Our agent, named Golovin, takes advantage of the limited game domain. We use genre-related corpora (including fantasy books...
In this paper, we introduce a Monte-Carlo tree search (MCTS) approach for the game "Hearthstone: Heroes of Warcraft". We argue that, in light of the challenges posed by the game (such as uncertainty and hidden information), Monte Carlo tree search offers an appealing alternative to existing AI players. Additionally, by enriching MCTS with a properly constructed heuristic, it is possible...
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research. Automated Game Design Learning (AGDL), with the direct purpose of learning game designs directly through interaction with games in the mode that most people experience games: via...
StarCraft is a real-time strategy game, which has a large state space, and commonly features two opposing players, capable of acting simultaneously. One of the aspects of the game is resource gathering. Each agent playing StarCraft has to gather minerals from nearby mineral field in order to produce more units. The more resources can be gathered, the larger the army is to attack the opponent and win...
Modern board, card, and video games are challenging domains for AI research due to their complex game mechanics and large state and action spaces. For instance, in Hearthstone — a popular collectible card (CC) (video) game developed by Blizzard Entertainment — two players first construct their own card decks from over 1,000 different cards and then draw and play cards to cast spells, select weapons,...
In game artificial intelligence (AI), two common directions for developing non-human computer players are strong AI and human-like AI. Human-like AI aims at making computer agents behave like humans. In this direction, NeuroEvolution (NE), which is a combination of an artificial neural network (ANN) and an evolutionary algorithm (EA), had been frequently used to a make computer agent to behave like...
Recently, there has been much interest in real-time game AI but it has suffered from short response time with uncountable game complexity. If a forward model is available, the Monte-Carlo Tree Search (MCTS) can also be used for the real-time video games. For example, MCTS has dominated the winning entries in the Fighting game AI competitions. However, because of the response time limitation, their...
The fight-or-flight response is a typical physiological reaction to an imminent threat, which prepares the body to fight or flee. Such a mechanism can be also exploited to some extent in game design to elicit strong emotions in players. However, in first person shooters, fleeing is often a not viable option, making fight inevitable. In this work, we suggest that map design can be effectively used...
In this paper we discuss our recent approach for evolving a diverse set of agents for both the Pac-Man and the Ghost Team track of the current Ms. Pac-Man vs. Ghost Team competition. We used genetic programming for generating various agents, which were distributed in multiple populations. The optimization includes cooperative and adversarial subtasks, such that Pac-Man is constantly competing against...
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