Introducing Automated Regression Testing in Open Source Projects
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Release Notes for Fedora 15
Fedora 15 Release Notes Release Notes for Fedora 15 Edited by The Fedora Docs Team Copyright © 2011 Red Hat, Inc. and others. The text of and illustrations in this document are licensed by Red Hat under a Creative Commons Attribution–Share Alike 3.0 Unported license ("CC-BY-SA"). An explanation of CC-BY-SA is available at http://creativecommons.org/licenses/by-sa/3.0/. The original authors of this document, and Red Hat, designate the Fedora Project as the "Attribution Party" for purposes of CC-BY-SA. In accordance with CC-BY-SA, if you distribute this document or an adaptation of it, you must provide the URL for the original version. Red Hat, as the licensor of this document, waives the right to enforce, and agrees not to assert, Section 4d of CC-BY-SA to the fullest extent permitted by applicable law. Red Hat, Red Hat Enterprise Linux, the Shadowman logo, JBoss, MetaMatrix, Fedora, the Infinity Logo, and RHCE are trademarks of Red Hat, Inc., registered in the United States and other countries. For guidelines on the permitted uses of the Fedora trademarks, refer to https:// fedoraproject.org/wiki/Legal:Trademark_guidelines. Linux® is the registered trademark of Linus Torvalds in the United States and other countries. Java® is a registered trademark of Oracle and/or its affiliates. XFS® is a trademark of Silicon Graphics International Corp. or its subsidiaries in the United States and/or other countries. MySQL® is a registered trademark of MySQL AB in the United States, the European Union and other countries. All other trademarks are the property of their respective owners. -
D3D11 Software Tessellation
D3D11 Software Tessellation John Kloetzli, Jr Graphics Programmer, Firaxis Games About Firaxis ● Founded in 1996 ● Strategy games! ● Sid Meier lead designer ● 20+ shipped games ● Civilization V ● XCOM: Enemy Unknown “Games that stand the test of time” About Me ● I work on the Civilization team ● Graphics programmer ● Over 7 years at Firaxis ● Procedural modeling ● Terrain rendering Civilization V ● Shipped Sept. 2010 ● One of the first DX11 games ● Variable-bitrate GPU texture decompression ● Hardware tessellation ● Two large expansions ● Gods & Kings ● Brave New World OLANO et al. Variable Bit Rate GPU Texture Decompression. In EGSR 2011 Civilization V ● Low-res Heightmap ● 64x64 per hex ● Procedurally generated ● Unique – no repeat ● High-res Materials ● 512x512 per hex ● Artist-created ● Repeats across the world Better Terrain ● Problem: Sharp features ● Low-res heightmap cannot display unique, high-res detail ● Solution: High-res heightmap ● More data (Compression? Streaming?) ● Efficient Tessellation GPU Displacement Tessellation Demo Simple procedural terrain... ● Ridges to test difficult case ● Assume strategy game camera (lots of pan/zoom) ● High res: 256x256 Heightmap per tile ● Large: 128x128 tiles (32,768x32,768 heightmap) ...all done on the GPU ● Heightmap/Normalmap created on demand ● Use texture arrays to implement megatexture ● Tessellation created on demand using GPU CPU GPU Resources Compute Visible Tiles Create Heightmap Height Build New Tiles Create Normalmap Normal Render Visible Cells Tessellation ? Shade Overview -
Freecol Documentation, User Guide for Version V0.11.6
FreeCol Documentation User Guide for Version v0.11.6 The FreeCol Team December 30, 2019 2 Contents 1 Introduction7 1.1 About FreeCol..........................7 1.2 The Original Colonization....................7 1.3 About this manual........................9 1.3.1 Differences between the rule sets.............9 1.4 Liberty and Immigration..................... 11 2 Installation 13 2.1 System Requirements....................... 13 2.1.1 FreeCol on Windows................... 14 2.2 Compiling FreeCol........................ 14 3 Interface 15 3.1 Starting the game......................... 15 3.1.1 Command line options.................. 15 3.1.2 Game setup........................ 19 3.1.3 Map Generator Options................. 21 3.1.4 Game Options....................... 22 3.2 Client Options........................... 25 3.2.1 Display Options...................... 25 3.2.2 Translations........................ 26 3.2.3 Message Options..................... 27 3.2.4 Audio Options...................... 28 3.2.5 Savegame Options.................... 29 3.2.6 Warehouse Options.................... 29 3.2.7 Keyboard Accelerators.................. 29 3.2.8 Other Options....................... 29 3.3 The main screen.......................... 30 3 4 CONTENTS 3.3.1 The Menubar....................... 31 3.3.2 The Info Panel...................... 36 3.3.3 The Minimap....................... 36 3.3.4 The Unit Buttons..................... 36 3.3.5 The Compass Rose.................... 37 3.3.6 The Main Map...................... 37 3.4 The Europe Panel......................... 42 3.5 The Colony panel......................... 43 3.5.1 The Warehouse Dialog.................. 46 3.5.2 The Build Queue Panel.................. 46 3.6 Customization........................... 47 4 The New World 49 4.1 Terrain Types........................... 49 4.2 Goods............................... 50 4.2.1 Trade Routes....................... 52 4.3 Special Resources........................ -
HUBERT, Our Freeciv AI
HUBERT, Our FreeCiv AI Michael Arcidiacono, Joel Joseph Dominic, Richard Akira Heru Friday 7th December, 2018 Abstract FreeCiv is an open-source alternative to Civilization, which is a turn-based strategy game that allows the player to control an empire by building cities, constructing and moving units, and engaging in diplomacy and war with other nations. We build an artificial intelligence (AI) nicknamed HUBERT to play this game. We use a modified SARSA algorithm with linear approximation of the Q function. We have also tried training HUBERT using a memetic algorithm. 1 Introduction The Civilization video game series is a collection of turn-based strategy games that allow the player to control an empire by building cities, constructing and moving units, and engaging in diplomacy and war with other nations. There are several different ways of winning the game such as through military dominion (i.e. by taking over all the cities of other empires). We use an open-source alternative to Civilization, FreeCiv and focus on getting the highest score for this agent. A screenshot of the game in progress can be seen in Figure1. We model this game as a Markov Decision Process (MDP) with states, actions and re- wards. In our model, the states are quantified as a β vector per city containing the total number of cities, total amount of gold, tax, science, luxury, gold per turn, turn number, the number of technologies, city population, city surplus, city unhappiness level, and city food. At any given turn, the player can choose to build cities, build units, move units, declare war, trade resources, research technology, and engage in many other possible actions. -
Playing a Strategy Game with Knowledge-Based Reinforcement Learning
Noname manuscript No. (will be inserted by the editor) Playing a Strategy Game with Knowledge-Based Reinforcement Learning Viktor Voss · Liudmyla Nechepurenko · Dr. Rudi Schaefer · Steffen Bauer Received: date / Accepted: date Abstract This paper presents Knowledge-Based Reinforcement Learning (KB- RL) as a method that combines a knowledge-based approach and a reinforcement learning (RL) technique into one method for intelligent problem solving. The pro- posed approach focuses on multi-expert knowledge acquisition, with the reinforce- ment learning being applied as a conflict resolution strategy aimed at integrating the knowledge of multiple exerts into one knowledge base. The article describes the KB-RL approach in detail and applies the reported method to one of the most challenging problems of current Artificial Intelligence (AI) research, namely playing a strategy game. The results show that the KB-RL system is able to play and complete the full FreeCiv game, and to win against the computer players in various game settings. Moreover, with more games played, the system improves the gameplay by shortening the number of rounds that it takes to win the game. Overall, the reported experiment supports the idea that, based on human knowledge and empowered by reinforcement learning, the KB-RL system can de- liver a strong solution to the complex, multi-strategic problems, and, mainly, to improve the solution with increased experience. Keywords Knowledge-Based Systems · Reinforcement Learning · Multi-Expert Knowledge Base · Conflict Resolution V. Voss arago GmbH, E-mail: [email protected] L. Nechepurenko arago GmbH, E-mail: [email protected] Dr. R. Schaefer arXiv:1908.05472v1 [cs.AI] 15 Aug 2019 arago GmbH, E-mail: [email protected] S. -
Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles
Salvation: Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles A Senior Project Presented To: the Faculty of the Liberal Arts and Engineering Studies Department California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts in Liberal Arts and Engineering Studies by Zachary Griffith June 2017 © Zachary Griffith 2017 Griffith 1 Table of Contents Introduction .................................................................................................................................................. 2 How to Play................................................................................................................................................... 3 Blending Eurogames and 4X ........................................................................................................................ 3 Eurogames ....................................................................................................................................... 3 4X Strategy ....................................................................................................................................... 4 Putting it All Together ...................................................................................................................... 4 Influences ..................................................................................................................................................... 4 The Game Design Process ........................................................................................................................... -
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5 Masterarbeit im Fach English and American Literatures, Cultures, and Media der Philosophischen Fakultät der Christian-Albrechts-Universität zu Kiel vorgelegt von Malte Wendt Erstgutachter: Prof. Dr. Christian Huck Zweitgutachter: Tristan Emmanuel Kugland Kiel im März 2018 Table of contents 1 Introduction 1 2 Hypothesis 4 3 Methodology 5 3.1 Inclusions and exclusions 5 3.2 Structure 7 4 Relevant postcolonial concepts 10 5 Overview and categorization of Civilization 5 18 5.1 Premise and paths to victory 19 5.2 Basics on rules, mechanics, and interface 20 5.3 Categorization 23 6 Narratology: surface design 24 6.1 Paratexts and priming 25 6.1.1 Announcement trailer 25 6.1.2 Developer interview 26 6.1.3 Review and marketing 29 6.2 Civilizations and leaders 30 6.3 Universal terminology and visualizations 33 6.4 Natural, National, and World Wonders 36 6.5 Universal history and progress 39 6.6 User interface 40 7 Ludology: procedural rhetoric 43 7.1 Defining ludological terminology 43 7.2 Progress and the player element: the emperor's new toys 44 7.3 Unity and territory: the worth of a nation 48 7.4 Religion, Policies, and Ideology: one nation under God 51 7.5 Exploration and barbarians: into the heart of darkness 56 7.6 Resources, expansion, and exploitation: for gold, God, and glory 58 7.7 Collective memory and culture: look on my works 62 7.8 Cultural Victory and non-violent relations: the ballot 66 7.9 Domination Victory and war: the bullet 71 7.10 The Ex Nihilo Paradox: build like an Egyptian 73 7.11 The Designed Evolution Dilemma: me, the people 77 8 Conclusion and evaluation 79 Deutsche Zusammenfassung 83 Bibliography 87 1 Introduction “[V]ideo games – an important part of popular culture – mediate ideology, whether by default or design.” (Hayse, 2016:442) This thesis aims to uncover the imperialist and colonialist ideologies relayed in the video game Sid Meier's Civilization V (2K Games, 2010) (abbrev. -
Non-Linear Monte-Carlo Search in Civilization II S.R.K
Proceedings of the Twenty-Second International Joint Conference on Artificial Intelligence Non-Linear Monte-Carlo Search in Civilization II S.R.K. Branavan David Silver * Regina Barzilay Computer Science and Artificial Intelligence Laboratory * Department of Computer Science Massachusetts Institute of Technology University College London {branavan, regina}@csail.mit.edu [email protected] Abstract This paper presents a new Monte-Carlo search al- gorithm for very large sequential decision-making problems. We apply non-linear regression within ! Monte-Carlo search, online, to estimate a state- action value function from the outcomes of ran- dom roll-outs. This value function generalizes be- tween related states and actions, and can therefore Figure 1: An extract from the game manual of Civilization II. provide more accurate evaluations after fewer roll- outs. A further significant advantage of this ap- A common approach to value generalization is value func- proach is its ability to automatically extract and tion approximation (VFA), in which the values of all states leverage domain knowledge from external sources and actions are approximated using a smaller number of pa- such as game manuals. We apply our algorithm rameters. Monte-Carlo search can use VFA to estimate state to the game of Civilization II, a challenging multi- and action values from the roll-out scores. For instance, lin- agent strategy game with an enormous state space ear Monte-Carlo search [Silver et al., 2008] uses linear VFA: and around 1021 joint actions. We approximate the it approximates the value function by a linear combination of value function by a neural network, augmented by state features and weights. -
Course Name: HIST 4 Title: History of Western Civilization Units
Course Name: HIST 4 Title: History of Western Civilization Units: 3 Course Description: This course is a survey of western civilization from the Renaissance to the present, emphasizing the interplay of social, political, economic, cultural, and intellectual forces in creating and shaping the modern world. The focus is on the process of modernization, stressing the secularization of western society and examining how war and revolution have served to create our world. Course Objectives: Upon completion of this course, the student will be able to: identify and correctly use basic historical terminology distinguish between primary and secondary sources as historical evidence compare and evaluate various interpretations used by historians to explain the development of western civilization since the Renaissance evaluate multiple causes and analyze why a historical event happened identify the major eras and relevant geography of western civilization since the Renaissance evaluate major economic, social, political, and cultural developments in western civilization since the Renaissance evaluate the experiences, conflicts, and connections of diverse groups of people in western civilization since the Renaissance draw historical generalizations about western civilization since the Renaissance based on understanding of the historical evidence describe and evaluate the major movements and historical forces that have contributed to the development of western civilization. Course Content: 4 hours: Introduction to the Study of Western Civilization, Historiography; Age of Transition: The Early Modern Period. 3 hours: The Nature and Structure of Medieval Society; those who work, those who pray, those who fight, the Great Chain of Being, manorialism; Decline of the Medieval Synthesis; The Renaissance and the Question of Modernity: humanism, individualism, secular spirit, Petrarch, Bruni, Pico, Castiglione, Machiavelli, etc., literature, art, and politics. -
Modularity Index Metrics for Java-Based Open Source Software Projects
(IJACSA) International Journal of Advanced Computer Science and Applications, Vol. 2, No. 11, 2011 Modularity Index Metrics for Java-Based Open Source Software Projects Andi Wahju Rahardjo Emanuel Retantyo Wardoyo, Jazi Eko Istiyanto, Informatics Bachelor Program, Khabib Mustofa Faculty of Information Technology, Dept. of Computer Science and Electronics, Maranatha Christian University, Universitas Gadjah Mada, Bandung, Indonesia Yogyakarta, Indonesia Abstract — Open Source Software (OSS) Projects are gaining contributing to such unfruitful result such as no formal means popularity these days, and they become alternatives in building i.e. no project planning [4], poor coding styles of project software system. Despite many failures in these projects, there initiators [13] and poor architectural design [12]. We believe are some success stories with one of the identified success factors that some new approaches with respect to modularity to is modularity. This paper presents the first quantitative software counter such problems in OSS Projects are needed. Until now, metrics to measure modularity level of Java-based OSS Projects modularity has been identified as a key success factor of OSS called Modularity Index. This software metrics is formulated by projects, but how to apply modularity, especially from early analyzing modularity traits such as size, complexity, cohesion, phase of the project is not yet understood. and coupling of 59 Java-based OSS Projects from sourceforge.net using SONAR tool. These OSS Projects are selected since they This paper presents the formulation of Modularity Index have been downloaded more than 100K times and believed to which is the first quantitative software metrics to measure the have the required modularity trait to be successful. -
The Paradox of Civilization
American Political Science Review (2021) 1–18 doi:10.1017/S000305542100071X © The Author(s), 2021. Published by Cambridge University Press on behalf of the American Political Science Association. This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial- ShareAlike licence (http://creativecommons.org/licenses/by-nc-sa/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the same Creative Commons licence is included and the original work is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use. The Paradox of Civilization: Preinstitutional Sources of Security and Prosperity ERNESTO DAL BÓ University of California, Berkeley, United States PABLO HERNÁNDEZ-LAGOS Yeshiva University, United States SEBASTIÁN MAZZUCA Johns Hopkins University, United States https://doi.org/10.1017/S000305542100071X . he production of economic surplus, or “prosperity,” was fundamental to financing the rise of pristine civilizations. Yet, prosperity attracts predation, which discourages the investments required T for civilization. To the extent that the economic footing of civilization creates existential security threats, civilization is paradoxical. We claim that, in addition to surplus production, civilizations require surplus protection, or “security.” Drawing from archaeology and history, we model the trade-offs facing a society on its path to civilization. We emphasize preinstitutional forces, especially the geographical environment, that shape growth and defense capabilities and derive the conditions under which these capabilities help escape the civilizational paradox. We provide qualitative illustration of the model by analyzing the rise of the first two civilizations, Sumer and Egypt. https://www.cambridge.org/core/terms INTRODUCTION where investments in water management could aug- ment crop yields. -
Gaming on Ubuntu
Gaming On Ubuntu by iheartubuntu It's 2012 already. Lets play some games. Gaming in Ubuntu has come a long way. You no longer have to spend hours on the internet searching for games that work on Ubuntu. Nor do you need to learn distro packaging or learn how to compile programs from the terminal. It is now easy to find and install games. Great games. Lets take a look... Where to find new & breaking information about games There are several websites that offer great news & info about Ubuntu games. These websites usually will provide links to download the games and instructions on how to install. OMG! Ubuntu! http://omgubuntu.co.uk/ I Heart Ubuntu http://www.iheartubuntu.com/ Linux Games http://www.linuxgames.com/ Full Circle Magazine http://fullcirclemagazine.org/ OMG! Ubuntu! has breaking news about recently released Ubuntu games and is a great source of info. I Heart Ubuntu loves to cover legacy games like chess and backgammon. Linux Games always has up to date game info, and Full Circle Magazine has great in depth reviews of games. Where to Find Ubuntu Games There are now several places to find games that will work on Ubuntu. The Ubuntu Software Center is packed full of games to keep you busy. It's that little orange shopping bag icon on your Unity dash. The Desura.com game distribution website has high quality games available for Ubuntu. Many of the hottest games are now appearing there first. http://www.desura.com/platforms/set/linux64 Humble Bundle continues to release fresh new game content and gives you the choice of how much to spend and where to allocate your payment (to developers, to charity, etc) http://www.humblebundle.com/ Playdeb.net caters to the Ubuntu gamer and attempts to make it easy to find, browse and install Ubuntu games.