A Robot Simulation of the Tower of Hanoi Puzzle Using Openrave With
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Master's Thesis
MASTER'S THESIS Online Model Predictive Control of a Robotic System by Combining Simulation and Optimization Mohammad Rokonuzzaman Pappu 2015 Master of Science (120 credits) Space Engineering - Space Master Luleå University of Technology Department of Computer Science, Electrical and Space Engineering Mohammad Rokonuzzaman Pappu Online Model Predictive Control of a Robotic System by Combining Simulation and Optimization School of Electrical Engineering Department of Electrical Engineering and Automation Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Technology Espoo, August 18, 2015 Instructor: Professor Perttu Hämäläinen Aalto University School of Arts, Design and Architecture Supervisors: Professor Ville Kyrki Professor Reza Emami Aalto University Luleå University of Technology School of Electrical Engineering Preface First of all, I would like to express my sincere gratitude to my supervisor Pro- fessor Ville Kyrki for his generous and patient support during the work of this thesis. He was always available for questions and it would not have been possi- ble to finish the work in time without his excellent guidance. I would also like to thank my instructor Perttu H¨am¨al¨ainen for his support which was invaluable for this thesis. My sincere thanks to all the members of Intelligent Robotics group who were nothing but helpful throughout this work. Finally, a special thanks to my colleagues of SpaceMaster program in Helsinki for their constant support and encouragement. Espoo, August 18, -
Agx Multiphysics Download
Agx multiphysics download click here to download A patch release of AgX Dynamics is now available for download for all of our licensed customers. This version include some minor. AGX Dynamics is a professional multi-purpose physics engine for simulators, Virtual parallel high performance hybrid equation solvers and novel multi- physics models. Why choose AGX Dynamics? Download AGX product brochure. This video shows a simulation of a wheel loader interacting with a dynamic tree model. High fidelity. AGX Multiphysics is a proprietary real-time physics engine developed by Algoryx Simulation AB Create a book · Download as PDF · Printable version. AgX Multiphysics Toolkit · Age Of Empires III The Asian Dynasties Expansion. Convert trail version Free Download, product key, keygen, Activator com extended. free full download agx multiphysics toolkit from AYS search www.doorway.ru have many downloads related to agx multiphysics toolkit which are hosted on sites like. With AGXUnity, it is possible to incorporate a real physics engine into a well Download from the prebuilt-packages sub-directory in the repository www.doorway.rug: multiphysics. A www.doorway.ru app that runs a physics engine and lets clients download physics data in real Clone or download AgX Multiphysics compiled with Lua support. Agx multiphysics toolkit. Developed physics the was made dynamics multiphysics simulation. Runtime library for AgX MultiPhysics Library. How to repair file. Original file to replace broken file www.doorway.ru Download. Current version: Some short videos that may help starting with AGX-III. Example 1: Finding a possible Pareto front for the Balaban Index in the Missing: multiphysics. -
13. Mathematics University of Central Oklahoma
Southwestern Oklahoma State University SWOSU Digital Commons Oklahoma Research Day Abstracts 2013 Oklahoma Research Day Jan 10th, 12:00 AM 13. Mathematics University of Central Oklahoma Follow this and additional works at: https://dc.swosu.edu/ordabstracts Part of the Animal Sciences Commons, Biology Commons, Chemistry Commons, Computer Sciences Commons, Environmental Sciences Commons, Mathematics Commons, and the Physics Commons University of Central Oklahoma, "13. Mathematics" (2013). Oklahoma Research Day Abstracts. 12. https://dc.swosu.edu/ordabstracts/2013oklahomaresearchday/mathematicsandscience/12 This Event is brought to you for free and open access by the Oklahoma Research Day at SWOSU Digital Commons. It has been accepted for inclusion in Oklahoma Research Day Abstracts by an authorized administrator of SWOSU Digital Commons. An ADA compliant document is available upon request. For more information, please contact [email protected]. Abstracts from the 2013 Oklahoma Research Day Held at the University of Central Oklahoma 05. Mathematics and Science 13. Mathematics 05.13.01 A simplified proof of the Kantorovich theorem for solving equations using scalar telescopic series Ioannis Argyros, Cameron University The Kantorovich theorem is an important tool in Mathematical Analysis for solving nonlinear equations in abstract spaces by approximating a locally unique solution using the popular Newton-Kantorovich method.Many proofs have been given for this theorem using techniques such as the contraction mapping principle,majorizing sequences, recurrent functions and other techniques.These methods are rather long,complicated and not very easy to understand in general by undergraduate students.In the present paper we present a proof using simple telescopic series studied first in a Calculus II class. -
Simple Variations on the Tower of Hanoi to Guide the Study Of
Simple Variations on the Tower of Hanoi to Guide the Study of Recurrences and Proofs by Induction Saad Mneimneh Department of Computer Science Hunter College, The City University of New York 695 Park Avenue, New York, NY 10065 USA [email protected] Abstract— Background: The Tower of Hanoi problem was The classical solution for the Tower of Hanoi is recursive in formulated in 1883 by mathematician Edouard Lucas. For over nature and proceeds to first transfer the top n − 1 disks from a century, this problem has become familiar to many of us peg x to peg y via peg z, then move disk n from peg x to peg in disciplines such as computer programming, data structures, algorithms, and discrete mathematics. Several variations to Lu- z, and finally transfer disks 1; : : : ; n − 1 from peg y to peg z cas’ original problem exist today, and interestingly some remain via peg x. Here’s the (pretty standard) algorithm: unsolved and continue to ignite research questions. Research Question: Can this richness of the Tower of Hanoi be Hanoi(n; x; y; z) explored beyond the classical setting to create opportunities for if n > 0 learning about recurrences and proofs by induction? then Hanoi(n − 1; x; z; y) Contribution: We describe several simple variations on the Tower Move(1; x; z) of Hanoi that can guide the study and illuminate/clarify the Hanoi(n − 1; y; x; z) pitfalls of recurrences and proofs by induction, both of which are an essential component of any typical introduction to discrete In general, we will have a procedure mathematics and/or algorithms. -
Arxiv:0905.0015V3 [Math.CO] 20 Mar 2021
The Tower of Hanoi and Finite Automata Jean-Paul Allouche and Jeff Shallit Abstract Some of the algorithms for solving the Tower of Hanoi puzzle can be applied “with eyes closed” or “without memory”. Here we survey the solution for the classical Tower of Hanoi that uses finite automata, as well as some variations on the original puzzle. In passing, we obtain a new result on morphisms generating the classical and the lazy Tower of Hanoi. 1 Introduction A huge literature in mathematics and theoretical computer science deals with the Tower of Hanoi and generalizations. The reader can look at the references given in the bibliography of the present paper, but also at the papers cited in these references (in particular in [5, 13]). A very large bibliography was provided by Stockmeyer [27]. Here we present a survey of the relations between the Tower of Hanoi and monoid morphisms or finite automata. We also give a new result on morphisms generating the classical and the lazy Tower of Hanoi (Theorem 4). Recall that the Tower of Hanoi puzzle has three pegs, labeled I, II,III,and N disks of radii 1,2,...,N. At the beginning the disks are placed on peg I, in decreasing order of size (the smallest disk on top). A move consists of taking the topmost disk from one peg and moving it to another peg, with the condition that no disk should cover a smaller one. The purpose is to transfer all disks from the initial peg arXiv:0905.0015v3 [math.CO] 20 Mar 2021 to another one (where they are thus in decreasing order as well). -
Graphs, Random Walks, and the Tower of Hanoi
Rose-Hulman Undergraduate Mathematics Journal Volume 20 Issue 1 Article 6 Graphs, Random Walks, and the Tower of Hanoi Stephanie Egler Baldwin Wallace University, Berea, [email protected] Follow this and additional works at: https://scholar.rose-hulman.edu/rhumj Part of the Discrete Mathematics and Combinatorics Commons Recommended Citation Egler, Stephanie (2019) "Graphs, Random Walks, and the Tower of Hanoi," Rose-Hulman Undergraduate Mathematics Journal: Vol. 20 : Iss. 1 , Article 6. Available at: https://scholar.rose-hulman.edu/rhumj/vol20/iss1/6 Rose-Hulman Undergraduate Mathematics Journal VOLUME 20, ISSUE 1, 2019 Graphs, Random Walks, and the Tower of Hanoi By Stephanie Egler Abstract. The Tower of Hanoi puzzle with its disks and poles is familiar to students in mathematics and computing. Typically used as a classroom example of the important phenomenon of recursion, the puzzle has also been intensively studied its own right, using graph theory, probability, and other tools. The subject of this paper is “Hanoi graphs”,that is, graphs that portray all the possible arrangements of the puzzle, together with all the possible moves from one arrangement to another. These graphs are not only fascinating in their own right, but they shed considerable light on the nature of the puzzle itself. We will illustrate these graphs for different versions of the puzzle, as well as describe some important properties, such as planarity, of Hanoi graphs. Finally, we will also discuss random walks on Hanoi graphs. 1 The Tower of Hanoi The Tower of Hanoi is a famous puzzle originally introduced by a “Professor Claus” in 1883. -
Software Design for Pluggable Real Time Physics Middleware
2005:270 CIV MASTER'S THESIS AgentPhysics Software Design for Pluggable Real Time Physics Middleware Johan Göransson Luleå University of Technology MSc Programmes in Engineering Department of Computer Science and Electrical Engineering Division of Computer Science 2005:270 CIV - ISSN: 1402-1617 - ISRN: LTU-EX--05/270--SE AgentPhysics Software Design for Pluggable Real Time Physics Middleware Johan GÄoransson Department of Computer Science and Electrical Engineering, LuleºaUniversity of Technology, [email protected] October 27, 2005 Abstract This master's thesis proposes a software design for a real time physics appli- cation programming interface with support for pluggable physics middleware. Pluggable means that the actual implementation of the simulation is indepen- dent and interchangeable, separated from the user interface of the API. This is done by dividing the API in three layers: wrapper, peer, and implementation. An evaluation of Open Dynamics Engine as a viable middleware for simulating rigid body physics is also given based on a number of test applications. The method used in this thesis consists of an iterative software design based on a literature study of rigid body physics, simulation and software design, as well as reviewing related work. The conclusion is that although the goals set for the design were ful¯lled, it is unlikely that AgentPhysics will be used other than as a higher level API on top of ODE, and only ODE. This is due to a number of reasons such as middleware speci¯c tools and code containers are di±cult to support, clash- ing programming paradigms produces an error prone implementation layer and middleware developers are reluctant to port their engines to Java. -
Physics Engine Design and Implementation Physics Engine • a Component of the Game Engine
Physics engine design and implementation Physics Engine • A component of the game engine. • Separates reusable features and specific game logic. • basically software components (physics, graphics, input, network, etc.) • Handles the simulation of the world • physical behavior, collisions, terrain changes, ragdoll and active characters, explosions, object breaking and destruction, liquids and soft bodies, ... Game Physics 2 Physics engine • Example SDKs: – Open Source • Bullet, Open Dynamics Engine (ODE), Tokamak, Newton Game Dynamics, PhysBam, Box2D – Closed source • Havok Physics • Nvidia PhysX PhysX (Mafia II) ODE (Call of Juarez) Havok (Diablo 3) Game Physics 3 Case study: Bullet • Bullet Physics Library is an open source game physics engine. • http://bulletphysics.org • open source under ZLib license. • Provides collision detection, soft body and rigid body solvers. • Used by many movie and game companies in AAA titles on PC, consoles and mobile devices. • A modular extendible C++ design. • Used for the practical assignment. • User manual and numerous demos (e.g. CCD Physics, Collision and SoftBody Demo). Game Physics 4 Features • Bullet Collision Detection can be used on its own as a separate SDK without Bullet Dynamics • Discrete and continuous collision detection. • Swept collision queries. • Generic convex support (using GJK), capsule, cylinder, cone, sphere, box and non-convex triangle meshes. • Support for dynamic deformation of nonconvex triangle meshes. • Multi-physics Library includes: • Rigid-body dynamics including constraint solvers. • Support for constraint limits and motors. • Soft-body support including cloth and rope. Game Physics 5 Design • The main components are organized as follows Soft Body Dynamics Bullet Multi Threaded Extras: Maya Plugin, Rigid Body Dynamics etc. Collision Detection Linear Math, Memory, Containers Game Physics 6 Overview • High level simulation manager: btDiscreteDynamicsWorld or btSoftRigidDynamicsWorld. -
Physics Application Programming Interface
PHI: Physics Application Programming Interface Bing Tang, Zhigeng Pan, ZuoYan Lin, Le Zheng State Key Lab of CAD&CG, Zhejiang University, Hang Zhou, China, 310027 {btang, zgpan, linzouyan, zhengle}@cad.zju.edu.cn Abstract. In this paper, we propose to design an easy to use physics applica- tion programming interface (PHI) with support for pluggable physics library. The goal is to create physically realistic 3D graphics environments and inte- grate real-time physics simulation into games seamlessly with advanced fea- tures, such as interactive character simulation and vehicle dynamics. The actual implementation of the simulation was designed to be independent, interchange- able and separated from the user interface of the API. We demonstrate the util- ity of the middleware by simulating versatile vehicle dynamics and generating quality reactive human motions. 1 Introduction Each year games become more realistic visually. Current generation graphics cards can produce amazing high-quality visual effects. But visual realism is only half the battle. Physical realism is another half [1]. The impressive capabilities of the latest generation of video game hardware have raised our expectations of not only how digital characters look, but also they behavior [2]. As the speed of the video game hardware increases and the algorithms get refined, physics is expected to play a more prominent role in video games. The long-awaited Half-life 2 impressed the players deeply for the amazing Havok physics engine[3]. The incredible physics engine of the game makes the whole game world believable and natural. Items thrown across a room will hit other objects, which will then react in a very convincing way. -
I Note on the Cyclic Towers of Hanoi
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Elsevier - Publisher Connector Theoretical Computer Science 123 (1994) 3-7 Elsevier I Note on the cyclic towers of Hanoi Jean-Paul Allouche CNRS Mathkmatiques et Informatique. lJniversit& Bordeaux I. 351 cows de la Lib&ration, 33405 Talence Cedex, France Abstract Allouche, J.-P., Note on the cyclic towers of Hanoi, Theoretical Computer Science 123 (1994) 3-7. Atkinson gave an algorithm for moving N disks from a peg to another one in the cyclic towers of Hanoi. We prove that the resulting infinite sequence obtained as N goes to infinity is not k-automatic for any k>2. 0. Introduction The well-known tower of Hanoi puzzle consists of three pegs and N disks of radius 1,2, I.. ) N. At the beginning, all the disks are stacked on the first peg in decreasing order (1 being the topmost disk). At each step one is allowed to pick up the topmost disk of a peg and to put it on another peg, provided a disk is never on a smaller one. The game is ended when all disks are on the same (new) peg. The classical (recursive) algorithm for solving this problem provides us with an infinite sequence of moves (with values in the set of the 6 possible moves), whose prefixes of length 2N - 1 give the moves which carry N disks from the first peg to the second one (if N is odd) or to the third one (if N is even). -
Dynamic Simulation of Manipulation & Assembly Actions
Syddansk Universitet Dynamic Simulation of Manipulation & Assembly Actions Thulesen, Thomas Nicky Publication date: 2016 Document version Peer reviewed version Document license Unspecified Citation for pulished version (APA): Thulesen, T. N. (2016). Dynamic Simulation of Manipulation & Assembly Actions. Syddansk Universitet. Det Tekniske Fakultet. General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal ? Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 09. Sep. 2018 Dynamic Simulation of Manipulation & Assembly Actions Thomas Nicky Thulesen The Maersk Mc-Kinney Moller Institute Faculty of Engineering University of Southern Denmark PhD Dissertation Odense, November 2015 c Copyright 2015 by Thomas Nicky Thulesen All rights reserved. The Maersk Mc-Kinney Moller Institute Faculty of Engineering University of Southern Denmark Campusvej 55 5230 Odense M, Denmark Phone +45 6550 3541 www.mmmi.sdu.dk Abstract To grasp and assemble objects is something that is known as a difficult task to do reliably in a robot system. -
Chapter 9 Animation System
Chapter 10 Collision and Rigid Body Dynamics asyrani.com 10.1 Do You Want Physics in Your Game? Things You Can Do with a Physics System A LOT Is Physics Fun? Simulations (Sims) Gran Turismo Flight Simulator Need For Speed Physics Puzzle Games Bridge Builder Fantastic Contraption Crayon Physics The Incredible Machine Sandbox Games LittleBigPlanet GTA 5 Spore Goal-Based and Story-Driven Games A goal-based game has rules and specific objectives that the player must accomplish in order to progress; in a story-driven game , telling a story is of paramount importance. Integrating a physics system into these kinds of games can be tricky. We generally give away control in exchange for a realistic simulation, and this loss of control can inhibit the player’s ability to accomplish goals or the game’s ability to tell the story. Impact of Physics on a Game Predictability Tuning and control Emergent behaviors Engineering Impacts Collision Tools pipeline User interface detection Animation Rag doll AI and character physics motion Networking Record and Graphics and playback multiplayer Art Impacts Additional tool More-complex and workflow content complexity Loss of control Other Impacts Interdisciplinary impacts. The introduction of a dynamics simulation into your game requires close cooperation between engineering, art, and design. Production impacts. Physics can add to a project’s development costs, technical and organizational complexity, and risk. 10.2 Collision/Physics Middleware I-Collide SWIFT V-Collide RAPID ODE ODE stands for “Open Dynamics Engine ” (http://www.ode.org). As its name implies, ODE is an open-source collision and rigid body dynamics SDK.