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Video Game Pathfinding and Improvements to Discrete Search on Grid-based Maps
Video Game Pathfinding and Improvements to Discrete Search on Grid-based Maps

... successfully navigate the game environment. Pathfinding is an essential component of any agent navigation system. Pathfinding is, at the simplest level, a search technique for finding a route between two points in an environment. The real-time multi-agent nature of video games places extremely tight ...
Inconsistent Heuristics in Theory and Practice
Inconsistent Heuristics in Theory and Practice

... happens, then these nodes must be moved back to the open list, where they might be chosen for expansion again. This phenomenon is known as node re-expansion. A* with an inconsistent heuristic may perform an exponential number of node re-expansions [32]. We present insights into this phenomenon, show ...
ppt
ppt

... • can achieve any greater value that any of its child nodes may achieve only when all its child nodes have achieved at least that value • its ascending bounds sequence {V0, V1 … Vn} consists of all Vj which are elements of its children’s ascending bounds sequences, sorted into ascending order, with ...
Techniques to solve AI problems
Techniques to solve AI problems

... on OPEN, report failure. Otherwise, pick the node on OPEN with the lowest f’ value. Call it bestnode. Remove it from OPEN. Place it on CLOSED. See if bestnode is a goal node. If so, exist and report a solution (either bestnode if all we want is the node or the path that has been created between the ...
Bobtail: Avoiding Long Tails in the Cloud
Bobtail: Avoiding Long Tails in the Cloud

... Interestingly, the remaining AZ sometimes does not return bad nodes; nevertheless, when it does, it returns 40% to 50% bad nodes. We notice that this AZ spans a smaller address space of only three /16 subnets compared to the others, which can span tens of /16 subnets. Also, its available CPU models ...
Pathfinding Algorithms in Multi
Pathfinding Algorithms in Multi

... Simulation of multi-agent systems find their use in not only the visual effects and gaming industry but also in other areas such as robotics, logistics, study of artificial intelligence etc. For visual effects, the use of multi-agent systems can be seen in the form of crowd simulation and flocking s ...
Path Planner Application Manual
Path Planner Application Manual

... // for convenient insertion (and retrieval) of objects using a key find // checking if a value has been mapped to a key ...
How to model mutually exclusive events based on independent
How to model mutually exclusive events based on independent

... capture the correct intuitive reasoning in the important case when a set of mutually exclusive events need to be modelled as separate nodes instead of states of a single node. A previously proposed ‘solution’, which introduces a simple constraint node that enforces mutual exclusivity, fails to prese ...
Probabilistic Inference in Multiply Connected Belief Networks Using
Probabilistic Inference in Multiply Connected Belief Networks Using

Notes
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... Arrays have so many drawbacks, I can’t even list them all here, but here are some: – Wasted space – Wasted time – Clunky for insertion or deletion in the middle – etc. ...
Multiple-Choice Random Network for Server Load
Multiple-Choice Random Network for Server Load

... number. The node IDs and the file keys can all be expressed as binary numbers. When a file is requested, the query message is routed from the requesting node, to the node that contains the file. Suppose the requesting node ID is ae−1 ae−2 . . . a0 and the file key is be−1 be−2 . . . b0 , where ai , ...
Using Partial Global Plans to Coordinate Distributed Problem
Using Partial Global Plans to Coordinate Distributed Problem

... steps, how long each is expected to take, and detailed actions (KSs) that have been taken or will be taken. n o d e - p l a n : The representation of a plan that nodes communicate about. Contains information about the plan's objective, the order of major plan steps, and how long each is expected to ...
Cooperative Games with Monte Carlo Tree Search
Cooperative Games with Monte Carlo Tree Search

... selection phase). A new node (resulting from the move) will be added to the selected node as a child node as shown in Fig. 4. The simulation phase will begin with randomly sampling the possible moves for the new node (as shown in Fig. 5) until it reaches a terminal condition, e.g. until the game is ...
Continuous Neighbor Discovery Algorithm
Continuous Neighbor Discovery Algorithm

... between neighboring nodes. Hence, even after a sensor is aware of its immediate neighbors, it must continuously maintain its view, a process we call continuous neighbor discovery. In this work we distinguish between neighbor discovery during sensor network initialization and continuous neighbor disc ...
Lab 3 Graph search
Lab 3 Graph search

... a neighbor node. For a breadth-first search algorithm we need to maintain two lists. We need one list with all nodes which are candidates to expand and to continue the search from. These nodes are neighbors to an expanded node (not already expanded or stored in the queue), which later, in its turn, ...
Sept 2 - Joshua Stough
Sept 2 - Joshua Stough

... • After-hour access into Adams for non-CMC students Need to activate your card for the card reader - do the following: fill out the list being circulated. • When the paper work is done, you will be asked to go to Story House (building immediately south of Collins Dining Hall) to get your card activa ...
Building BN-Based System Reliability Model by Dual Genetic
Building BN-Based System Reliability Model by Dual Genetic

... To solve this problem, Bayesian network structure learning theory has been proposed and developed by researchers as a new way to reliability estimation[4-6]. The earliest studies of BN model for reliability estimation was done by Barlow[7], who compared Bayesian and non-Bayesian approaches for syste ...
1 managing long linked lists using lock free techniques
1 managing long linked lists using lock free techniques

... Non-blocking techniques do not suffer from these problems since processes optimistically execute concurrently and therefore never wait on one another. As such, they offer distinct advantages for certain parallel applications. Nonblocking techniques that make hard guarantees concerning completion of ...
Wave front Method Based Path Planning Algorithm
Wave front Method Based Path Planning Algorithm

... Here i,j are the co-ordinates on the grid. Neighborhood (i,j) represents the cell adjacent to the cell ( i ,j ). In our case, each node will have 8 neighbors. In every stage each cell who has not got any values will get values. This goes on until all the nodes in the map are assigned a value. After ...
Anytime A* Algorithm – An Extension to A* Algorithm
Anytime A* Algorithm – An Extension to A* Algorithm

... A* is probably one of the most well known Artificial Intelligence Algorithms[1, 20]. Its objective is to find the shortest path in a graph from a node x-start to a node x-goal[13]. It combines the features of uniform-cost search and pure heuristic search to efficiently compute optimal solutions. As ...
Assignment 2
Assignment 2

... In principle, everything should be compatible ‒  Application from A, Chord layer from B, other Chord nodes from other students, ... ...
Introduction to Jess: Rule Based Systems In Java
Introduction to Jess: Rule Based Systems In Java

... 1. Rules and facts compared using pattern matcher. 2. Matched rules activated into a conflict set. 3. Conflict set resolved into agenda (process called conflict resolution). 4. Rule engine fires on agenda. 5. Engine cycles until all rules are satisfied. ...
Spec Sheet
Spec Sheet

... HOUSING: Marine grade aluminum. Extruded body with flat or rounded die-cast end caps. TGIC polyester powder coat finished – 5-step pre-treatment. See Ordering Information for finishes. Each pattern run of luminaires consists of one or more “L”, “N”, “T”, or “X” node. See ordering information to spec ...
Inteligencia Artificial
Inteligencia Artificial

... • It would be better to retain and gradually complete the partial matches as new facts arrive, rather than discarding them. • The rete algorithm was the first to address this problem seriously. • The algorithm preprocesses the set of rules in the knowledge base to construct a sort of dataflow networ ...
Decision DAGS – A new approach
Decision DAGS – A new approach

... c. For each of the subsets, add the possibility of the node not merging with any nodes on the fringe to the list of best merges, inserted properly given the entropy of the node. d. Calculate the overall entropy delta by creating the best set of mergers of each subset, given the constraint that no tw ...
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Rete algorithm

The Rete algorithm (/ˈriːtiː/ REE-tee or /ˈreɪtiː/ RAY-tee, rarely /ˈriːt/ REET or /rɛˈteɪ/ re-TAY) is a pattern matching algorithm for implementing production rule systems. It is used to determine which of the system's rules should fire based on its data store.
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