Connect Four is a two-player game which the players take turns dropping discs into a grid to connect 4 of one's own discs next to each other vertically, horizontally, or diagonally. At Connect Four, computer requi...
Connect Four is a two-player game which the players take turns dropping discs into a grid to connect 4 of one's own discs next to each other vertically, horizontally, or diagonally. At Connect Four, computer requires artificial intelligence (AI) in order to play properly like human. There are many AI algorithms that can be implemented to Connect Four, but the suitable algorithms are unknown. The suitable algorithm means optimal in choosing move and its execution time is not slow at search depth which is deep enough. In this research, analysis and comparison between standard alpha beta (AB) Pruning and MTD(f) will be carried out at the prototype of Connect Four in terms of optimality (win percentage) and speed (execution time and the number of leaf nodes). Experiments are carried out by running computer versus computer mode with 12 different conditions, i.e. varied search depth (5 through 10) and who moves first. The percentage achieved by MTD(f) based on experiments is win 45,83%, lose 37,5% and draw 16,67%. In the experiments with search depth 8, MTD(f) execution time is 35, 19% faster and evaluate 56,27% fewer leaf nodes than AB Pruning. The results of this research are MTD(f) is as optimal as AB Pruning at Connect Four prototype, but MTD(f) on average is faster and evaluates fewer leaf nodes than AB Pruning. The execution time of MTD(f) is not slow and much faster than AB Pruning at search depth which is deep enough.
The objective of this study is to develop learning media by using the computer Based Instruction (CBI) model for GOST algorithm cryptographic material (Gosudarstvennyi Standard). Besides, the study serves to present l...
The objective of this study is to develop learning media by using the computer Based Instruction (CBI) model for GOST algorithm cryptographic material (Gosudarstvennyi Standard). Besides, the study serves to present learning using computer media, especially in the Informatics Engineering study program. The method used in this study uses the Research and Development (R & D) method. The results of this development research are learning media products in the form of tutorial CDs with the contents of the material: GOST Cryptographic Theory, Encryption Process and Decryption process using alphabet text data. Based on the results of the application and testing of the program, it can be concluded that this application is easy to use. Learning the Gost algorithm in the encoding method utilizing the computer Based Instructions (CBI) method helps to understand the material and facilitate the learning process.
This paper presents a real case study pertaining to an issue related to waste collection in the northern part of Malaysia by using a constructive heuristic algorithm known as the Nearest Greedy (NG) technique. This te...
This paper presents a real case study pertaining to an issue related to waste collection in the northern part of Malaysia by using a constructive heuristic algorithm known as the Nearest Greedy (NG) technique. This technique has been widely used to devise initial solutions for issues concerning vehicle routing. Basically, the waste collection cycle involves the following steps: i) each vehicle starts from a depot, ii) visits a number of customers to collect waste, iii) unloads waste at the disposal site, and lastly, iv) returns to the depot. Moreover, the sample data set used in this paper consisted of six areas, where each area involved up to 103 customers. In this paper, the NG technique was employed to construct an initial route for each area. The solution proposed from the technique was compared with the present vehicle routes implemented by a waste collection company within the city. The comparison results portrayed that NG offered better vehicle routes with a 11.07% reduction of the total distance traveled, in comparison to the present vehicle routes.
We have carried out experimental and numerical analyses for reconstruction of permittivity distribution using a pair of long distance small size electrodes and additional arc electrodes. A reconstruction method for pe...
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This work discusses a method to count the number of passengers waiting in Bus Rapid Transit station. The proposed system relies on computer vision technique to monitor the movement of passengers crossing doors on the ...
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This work discusses a method to count the number of passengers waiting in Bus Rapid Transit station. The proposed system relies on computer vision technique to monitor the movement of passengers crossing doors on the station. In this work, three background subtraction techniques, namely, Running Gaussian Average, Gaussian Mixture Model, and Adaptive Gaussian Mixture Model, were used to count the passengers crossing an entrance on a BRT station from a pre-recorded motion picture. The results indicates that the tree algorithms are able to identify the passenger crossing with a reasonable high level of recall and but low level of precision. These results indicates that many false positives are identified by the three algorithms. In addition, the empirical data indicate that the three algorithms tend to have better performance with higher value of the learning rate.
It is an urgent need to find an objective way to estimate the degree of fatigue of employees. In this study, we designed a monitoring and estimation system for the degree of fatigue. This paper explains a long-term pe...
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It is an urgent need to find an objective way to estimate the degree of fatigue of employees. In this study, we designed a monitoring and estimation system for the degree of fatigue. This paper explains a long-term pedaling experiment that we use it to explore the possibility to use only the time sequence data of head movement during pedaling to estimate the fatigue. While we show the possibility for this through experimental data, it is clear that we need to collect more data to establish an estimation method.
Recently, a method for estimating permittivity distributions was reported. The method combined a numerical technique (Finite Element Method) with Genetic Algorithm (GA). However, methods for estimating the distributio...
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In this research, a classification method for human touching behaviors to haptic therapy robot is proposed. It is difficult to apply explicit discrete representation for human touch behaviors such as "slap",...
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ISBN:
(纸本)9781479902255
In this research, a classification method for human touching behaviors to haptic therapy robot is proposed. It is difficult to apply explicit discrete representation for human touch behaviors such as "slap", "pat" due to the existence of intermediate touch behavioral patterns. Therefore a new classification approach for human touch behaviors using Self Organizing Map (SOM) is proposed, using its ability to classify the nearby data in to a group. Further in this research the axis of out put maps are defined to be meaningful by specifying the initial placement of the input data during the training process.
Maximum heart rate (MHR) is commonly used to estimate exercise intensity with the Karvonen formula, and there are several methods of calculating it. In this study, we used pedaling experiments on a cycle ergometer to ...
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ISBN:
(纸本)9789898565716
Maximum heart rate (MHR) is commonly used to estimate exercise intensity with the Karvonen formula, and there are several methods of calculating it. In this study, we used pedaling experiments on a cycle ergometer to evaluate methods of determining MHR in order to select the ones most suitable for the Karvonen formula. In the experiments, 43 subjects rode an aerobike. The results show that, for people in their 20s, two methods are suitable for estimating exercise intensity with the Karvonen formula. The main physical parameters affecting exercise intensity were also extracted, based on the experimental results.
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