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  • How to rate a connect four game situation in java

    - by MrPink
    Hey, I am trying to write a simple AI for a "Get four" game. The basic game principles are done, so I can throw in coins of different color, and they stack on each other and fill a 2D Array and so on and so forth. until now this is what the method looks like: public int insert(int x, int color) //0 = empty, 1=player1 2=player2" X is the horizontal coordinate, as the y coordinate is determined by how many stones are in the array already, I think the idea is obvious. Now the problem is I have to rate specific game situations, so find how many new pairs, triplets and possible 4 in a row I can get in a specific situation to then give each situation a specific value. With these values I can setup a "Game tree" to then decide which move would be best next (later on implementing Alpha-Beta-Pruning). My current problem is that I can't think of an efficient way to implement a rating of the current game situation in a java method. Any ideas would be greatly appreciated! greetings from Germany Mr. Pink

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  • Online Game programming in Google App Engine: AI

    - by Hortinstein
    I am currently in the planning stages of a game for google app engine, but cannot wrap my head around how I am going to handle AI. I intend to have persistant NPCs that will move about the map, but short of writing a program that generates the same XML requests I use to control player actions, than run it on another server I am stuck on how to do it. I have looked at the Task Queue feature, but due to long running processes not being an option on the App engine, I am a little stuck. I intend to run multiple server instances with 200+ persistant NPC entities that I will need to update. Most action is slowly roaming around based on player movements/concentrations, and attacking close range players(you can probably guess the type of game im developing)

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  • C++ AI Design Question

    - by disney
    Hi, I am currently writing a bot for a MMORPG. Though, currently I am stuck at trying to figure out how to nicely implement this. The design problem is related to casting the character spells in the correct order. Here is a simple example to what I need to archieve. It's not related to casting them, but doing it in the correct order. I would know how simply cast them randomly, by checking which skill has not yet been casted, but in right order as being shown in the GUI, not really. note: the skill amount may differ, it's not always 3, maximum 10 though. Charactername < foobar has 3 skills. Skill 1: Name ( random1 ) cooldown ( 1000 ms ) cast duration ( 500 ms ) Skill 2: Name ( random2 ) cooldown ( 1500 ms ) cast duration ( 700 ms ) Skill 3: Name ( random3 ) cooldown ( 2000 ms ) cast duration ( 900 ms ) I don't really know how I could implement this, if anyone has some thoughts, feel free to share. I do know that most of the people don't like the idea of cheating in games, I don't like it either, nor I am actually playing the game, but its an interesting field for me. Thank you.

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  • What is the best AI language/framework for .NET?

    - by Eduardo Cobuci
    I'm building an academic work that consists in a turn-based strategy game. I'm using XNA 3 for the graphics but didn't decide what to use for AI. I was considering to use P#, a Prolog interpreter for .NET but i found it a bit poor. Do you anything better for game AI than Prolog (maybe Haskell?) or a better interpreter then P#?

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  • Is it possible to "learn" a regular expression by user-provided examples?

    - by DR
    Is it possible to "learn" a regular expression by user-provided examples? To clarify: I do not want to learn regular expressions. I want to create a program which "learns" a regular expression from examples which are interactively provided by a user, perhaps by selecting parts from a text or selecting begin or end markers. Is it possible? Are there algorithms, keywords, etc. which I can Google for? EDIT: Thank you for the answers, but I'm not interested in tools which provide this feature. I'm looking for theoretical information, like papers, tutorials, source code, names of algorithms, so I can create something for myself.

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  • Less Mathematical Approaches to Machine Learning?

    - by Ed
    Out of curiosity, I've been reading up a bit on the field of Machine Learning, and I'm surprised at the amount of computation and mathematics involved. One book I'm reading through uses advanced concepts such as Ring Theory and PDEs (note: the only thing I know about PDEs is that they use that funny looking character). This strikes me as odd considering that mathematics itself is a hard thing to "learn." Are there any branches of Machine Learning that use different approaches? I would think that a approaches relying more on logic, memory, construction of unfounded assumptions, and over-generalizations would be a better way to go, since that seems more like the way animals think. Animals don't (explicitly) calculate probabilities and statistics; at least as far as I know.

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  • How do I create two mutual producer/consumers with internal state in Haskell?

    - by Keith
    I've got an agent that takes in states and returns actions, while keeping an internal representation of the utility of state/action pairs. I've also got an environment that takes in actions and returns state/reward pairs. I need to be able to set the agent up with a start state and then continuously go from agent -(action)- environment -(state, reward)- agent -(action)-... However, the internal states (which need to be updated every iteration) need to stay private (that is, within the agent or the environment). This means that I can't simply call environment as a function within the agent using state and action as arguments. I'm somewhat of a Haskell noobie, so I'm not even sure if this is possible.

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  • Minimum number of training examples for Find-S/Candidate Elimination algorithms?

    - by Rich
    Consider the instance space consisting of integer points in the x, y plane, where 0 = x, y = 10, and the set of hypotheses consisting of rectangles (i.e. being of the form (a = x = b, c = y = d), where 0 = a, b, c, d = 10). What is the smallest number of training examples one needs to provide so that the Find-S algorithm perfectly learns a particular target concept (e.g. (2 = x = 4, 6 = y = 9))? When can we say that the target concept is exactly learned in the case of the Find-S algorithm, and what is the optimal query strategy? I'd also like to know the answer w.r.t Candidate Elimination. Thanks in advance.

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  • Chaining Many-To-Many Dimensional Relationships in SSAS

    - by Ray Saltrelli
    I'm developing a cube in SSAS and attempting to model the following relationships: Many Facts to 1 Customer Many Customers to Many Sales Reps Many Sales Reps (Subordinates) to Sales Reps (Managers) Each M2M relationship is facilitated by a bridge table which also acts as a fact table in the cube I have most of this working. I can slice Facts by Customer and by Sales Rep (Subordinate), but when I add Sales Rep (Manager) to the query it appears to return every subordinate/manager combination regardless of whether or not that relationship exists in the bridge table. Any ideas as to what I might be doing wrong?

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  • How to find patterns (lines, circles,...) from a list of points?

    - by Burkhard
    I have a list of points. Each point being an x and y coordinate (both of which are integers). Now I'm trying to find known patterns, such as lines, arcs or circles, knowing that the points are not perfectly on the pattern. What's the best way to do it? I don't have many clues to get started. Edit: the points are ordered. The user is drawing something and the program should detect the best patterns. For instance, if a triangle is drawn, it should detect three lines.

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  • Dynamic Data Extract Tools

    - by Kevin McGovern
    I've been searching around for a few weeks now for a tool that either is fully built or a direction of something I could build for dynamically extracting data via a web interface. Basically, what I'm looking for is a way to give users a list of all available data objects from our database and then let them pick ones from the list they'd like to view and set parameters then export the results to an excel file. Right now we're doing it purely with SQL statements but we have hundreds of objects so as you might imagine, those statements are really complex and prone to errors. It would be great if there was a tool available to do this or if someone had an idea of an easy way to organize this. Any help would be greatly appreciated. We've looked at BI tools like QlikView and Tableau but that is probably overkill for what we're trying to do. The open-source BI tools we've looked at seemed really primitive in their functionality. The other thing we looked at was MSAS (our DB is SQL Server) but I'd prefer something that was more database-agnostic and lived on a web server instead of on the database.

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  • m-estimate for continuous values

    - by Null
    I'm building a custom regression tree and want to use m-estimate for pruning. Does anyone know how to calculate that. http://www.ailab.si/blaz/predavanja/UISP/slides/uisp07-RegTrees.ppt might help (slide 12, how should Em look like?)

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  • 2D Game: Fast(est) way to find x closest entities for another entity - huge amount of entities, high

    - by Pygmy
    I'm working on a 2D game that has a huge amount of dynamic entities. For fun's sake, let's call them soldiers, and let's say there are 50000 of them (which I just randomly thought up, it might be much more or much less :)). All these soldiers are moving every frame according to rules - think boids / flocking / steering behaviour. For each soldier, to update it's movement I need the X soldiers that are closest to the one I'm processing. What would be the best spatial hierarchy to store them to facilitate calculations like this without too much overhead ? (All entities are updated/moved every frame, so it has to handle dynamic entities very well)

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  • Information Modeling

    - by Betamoo
    The sensor module in my project consists of a rotating camera, that collects noisy information about moving objects in the surrounding environment. The information consists of distance, angle and relative change of the moving objects.. The limiting view range of the camera makes it essential to rotate the camera periodically to update environment information... I was looking for algorithms / ways to model these information, in order to be able to guess / predict / learn motion properties of these object.. My current proposed idea is to store last n snapshots of each object in a queue. I take weighted average of positions and velocities of moving object, but I think it is a poor method... Can you state some titles that suit this case? Thanks

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  • What is your reporting tool of choice?

    - by jms
    Every project invariably needs some type of reporting functionality. From a foreach loop in your language of choice to a full blow BI platform. To get the job done what tools, widgets, platforms has the group used with success, frustration and failure?

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  • Moving Computer Player in Xcode

    - by user1631497
    I am working on a 2d game using xcode and objective-c. I am trying to make my enemy player move left if I am left of him, until he is touching my character. The same will go when I am right of him. Basically just trying to get him to move towards me. But my code to do so is not working. So I have my code that says the following -(void)moveTowardsCharacter { enemyLeftTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(goEnemyLeft) userInfo:nil repeats:YES]; if (enemyLeftTimer == nil){ enemyLeftTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(goEnemyLeft) userInfo:nil repeats:YES]; } } -(IBAction)enemyStopLeft { if (CGRectIntersectsRect(bluebox.frame, redbox.frame)) { [enemyLeftTimer invalidate]; enemyLeftTimer = nil; } } -(void)goEnemyLeft { if (redbox.center.x + [self getRedboxWidthLeft] > bluebox.center.x + [self getBlueboxWidthRight]) { redbox.center = CGPointMake(redbox.center.x -5, redbox.center.y); } } So the first bit is saying for it to set up a timer to continue moving left. The next will stop the timer if my player(bluebox) and the Computer player(redbox) collide. Finally, the thing that actually tells it to go left, but only if the bluebox is left of the redbox. The getRedBoxWidth Left and getBlueBoxWidthRight are just voids that get, well, the left and right edges. If you could, please help try and solve this code. Thank You.

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  • Neural network input data, cartesian plane x/y coordinates, correlate with Handwriting.

    - by Sam
    I very curious about making a handwriting recognition application in a web browser. Users draw a letter, ajax sends the data to the server, neural network finds the closest match, and returns results. So if you draw an a, the first result should be an a, then o, then e, something like that. I'm don't know much about neural networks. What kinda data would I need to pass to the NN. Could it be an array of the x/y coordinates where the user has drawn on a pad. Or what type of data is the neural network expecting or would produce the best results for handwriting?

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  • How can I measure the speed of code written in Java? (AI algorithms)

    - by Registered User
    Hi All, How can I measure the speed of code written in Java? I planning to develop software which will solve Sudoku using all presently available AI and ML algorithms and compare time against simple brute-force method. I need to measure time of each algorithm, I would like to ask for suggestions on what is the best way of doing that? Very important, program must be useful on any machine regardless to CPU power/memory. Thank you.

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