PSPACE CPS534, Spring 2021 Wednesday, February 17
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Development of Games for Users with Visual Impairment Czech Technical University in Prague Faculty of Electrical Engineering
Development of games for users with visual impairment Czech Technical University in Prague Faculty of Electrical Engineering Dina Chernova January 2017 Acknowledgement I would first like to thank Bc. Honza Had´aˇcekfor his valuable advice. I am also very grateful to my supervisor Ing. Daniel Nov´ak,Ph.D. and to all participants that were involved in testing of my application for their precious time. I must express my profound gratitude to my loved ones for their support and continuous encouragement throughout my years of study. This accomplishment would not have been possible without them. Thank you. 5 Declaration I declare that I have developed this thesis on my own and that I have stated all the information sources in accordance with the methodological guideline of adhering to ethical principles during the preparation of university theses. In Prague 09.01.2017 Author 6 Abstract This bachelor thesis deals with analysis and implementation of mobile application that allows visually impaired people to play chess on their smart phones. The application con- trol is performed using special gestures and text{to{speech engine as a sound accompanier. For human against computer game mode I have used currently the best game engine called Stockfish. The application is developed under Android mobile platform. Keywords: chess; visually impaired; Android; Bakal´aˇrsk´apr´acese zab´yv´aanal´yzoua implementac´ımobiln´ıaplikace, kter´aumoˇzˇnuje zrakovˇepostiˇzen´ymlidem hr´atˇsachy na sv´emsmartphonu. Ovl´ad´an´ıaplikace se prov´ad´ı pomoc´ıspeci´aln´ıch gest a text{to{speech enginu pro zvukov´edoprov´azen´ı.V reˇzimu ˇclovˇek versus poˇc´ıtaˇcjsem pouˇzilasouˇcasnˇenejlepˇs´ıhern´ıengine Stockfish. -
(2021), 2814-2819 Research Article Can Chess Ever Be Solved Na
Turkish Journal of Computer and Mathematics Education Vol.12 No.2 (2021), 2814-2819 Research Article Can Chess Ever Be Solved Naveen Kumar1, Bhayaa Sharma2 1,2Department of Mathematics, University Institute of Sciences, Chandigarh University, Gharuan, Mohali, Punjab-140413, India [email protected], [email protected] Article History: Received: 11 January 2021; Accepted: 27 February 2021; Published online: 5 April 2021 Abstract: Data Science and Artificial Intelligence have been all over the world lately,in almost every possible field be it finance,education,entertainment,healthcare,astronomy, astrology, and many more sports is no exception. With so much data, statistics, and analysis available in this particular field, when everything is being recorded it has become easier for team selectors, broadcasters, audience, sponsors, most importantly for players themselves to prepare against various opponents. Even the analysis has improved over the period of time with the evolvement of AI, not only analysis one can even predict the things with the insights available. This is not even restricted to this,nowadays players are trained in such a manner that they are capable of taking the most feasible and rational decisions in any given situation. Chess is one of those sports that depend on calculations, algorithms, analysis, decisions etc. Being said that whenever the analysis is involved, we have always improvised on the techniques. Algorithms are somethingwhich can be solved with the help of various software, does that imply that chess can be fully solved,in simple words does that mean that if both the players play the best moves respectively then the game must end in a draw or does that mean that white wins having the first move advantage. -
Download Source Engine for Pc Free Download Source Engine for Pc Free
download source engine for pc free Download source engine for pc free. Completing the CAPTCHA proves you are a human and gives you temporary access to the web property. What can I do to prevent this in the future? If you are on a personal connection, like at home, you can run an anti-virus scan on your device to make sure it is not infected with malware. If you are at an office or shared network, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. Another way to prevent getting this page in the future is to use Privacy Pass. You may need to download version 2.0 now from the Chrome Web Store. Cloudflare Ray ID: 67a0b2f3bed7f14e • Your IP : 188.246.226.140 • Performance & security by Cloudflare. Download source engine for pc free. Completing the CAPTCHA proves you are a human and gives you temporary access to the web property. What can I do to prevent this in the future? If you are on a personal connection, like at home, you can run an anti-virus scan on your device to make sure it is not infected with malware. If you are at an office or shared network, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. Another way to prevent getting this page in the future is to use Privacy Pass. You may need to download version 2.0 now from the Chrome Web Store. Cloudflare Ray ID: 67a0b2f3c99315dc • Your IP : 188.246.226.140 • Performance & security by Cloudflare. -
The SSDF Chess Engine Rating List, 2019-02
The SSDF Chess Engine Rating List, 2019-02 Article Accepted Version The SSDF report Sandin, L. and Haworth, G. (2019) The SSDF Chess Engine Rating List, 2019-02. ICGA Journal, 41 (2). 113. ISSN 1389- 6911 doi: https://doi.org/10.3233/ICG-190107 Available at http://centaur.reading.ac.uk/82675/ It is advisable to refer to the publisher’s version if you intend to cite from the work. See Guidance on citing . Published version at: https://doi.org/10.3233/ICG-190085 To link to this article DOI: http://dx.doi.org/10.3233/ICG-190107 Publisher: The International Computer Games Association All outputs in CentAUR are protected by Intellectual Property Rights law, including copyright law. Copyright and IPR is retained by the creators or other copyright holders. Terms and conditions for use of this material are defined in the End User Agreement . www.reading.ac.uk/centaur CentAUR Central Archive at the University of Reading Reading’s research outputs online THE SSDF RATING LIST 2019-02-28 148673 games played by 377 computers Rating + - Games Won Oppo ------ --- --- ----- --- ---- 1 Stockfish 9 x64 1800X 3.6 GHz 3494 32 -30 642 74% 3308 2 Komodo 12.3 x64 1800X 3.6 GHz 3456 30 -28 640 68% 3321 3 Stockfish 9 x64 Q6600 2.4 GHz 3446 50 -48 200 57% 3396 4 Stockfish 8 x64 1800X 3.6 GHz 3432 26 -24 1059 77% 3217 5 Stockfish 8 x64 Q6600 2.4 GHz 3418 38 -35 440 72% 3251 6 Komodo 11.01 x64 1800X 3.6 GHz 3397 23 -22 1134 72% 3229 7 Deep Shredder 13 x64 1800X 3.6 GHz 3360 25 -24 830 66% 3246 8 Booot 6.3.1 x64 1800X 3.6 GHz 3352 29 -29 560 54% 3319 9 Komodo 9.1 -
DVD Program Notes
DVD Program Notes Part One: Thor Magnusson, Alex Click Nilson is a Swedish avant McLean, Nick Collins, Curators garde codisician and code-jockey. He has explored the live coding of human performers since such Curators’ Note early self-modifiying algorithmic text pieces as An Instructional Game [Editor’s note: The curators attempted for One to Many Musicians (1975). to write their Note in a collaborative, He is now actively involved with improvisatory fashion reminiscent Testing the Oxymoronic Potency of of live coding, and have left the Language Articulation Programmes document open for further interaction (TOPLAP), after being in the right from readers. See the following URL: bar (in Hamburg) at the right time (2 https://docs.google.com/document/d/ AM, 15 February 2004). He previously 1ESzQyd9vdBuKgzdukFNhfAAnGEg curated for Leonardo Music Journal LPgLlCe Mw8zf1Uw/edit?hl=en GB and the Swedish Journal of Berlin Hot &authkey=CM7zg90L&pli=1.] Drink Outlets. Alex McLean is a researcher in the area of programming languages for Figure 1. Sam Aaron. the arts, writing his PhD within the 1. Overtone—Sam Aaron Intelligent Sound and Music Systems more effectively and efficiently. He group at Goldsmiths College, and also In this video Sam gives a fast-paced has successfully applied these ideas working within the OAK group, Uni- introduction to a number of key and techniques in both industry versity of Sheffield. He is one-third of live-programming techniques such and academia. Currently, Sam the live-coding ambient-gabba-skiffle as triggering instruments, scheduling leads Improcess, a collaborative band Slub, who have been making future events, and synthesizer design. -
Intelligence Without Reason
Intelligence Without Reason Rodney A. Brooks MIT Artificial Intelligence Lab 545 Technology Square Cambridge, MA 02139, USA Abstract certain modus operandi over the years, which includes a particular set of conventions on how the inputs and out- Computers and Thought are the two categories puts to thought and reasoning are to be handled (e.g., that together define Artificial Intelligence as a the subfield of knowledge representation), and the sorts discipline. It is generally accepted that work in of things that thought and reasoning do (e.g,, planning, Artificial Intelligence over the last thirty years problem solving, etc.). 1 will argue that these conven has had a strong influence on aspects of com- tions cannot account for large aspects of what goes into puter architectures. In this paper we also make intelligence. Furthermore, without those aspects the va the converse claim; that the state of computer lidity of the traditional Artificial Intelligence approaches architecture has been a strong influence on our comes into question. I will also argue that much of the models of thought. The Von Neumann model of landmark work on thought has been influenced by the computation has lead Artificial Intelligence in technological constraints of the available computers, and particular directions. Intelligence in biological thereafter these consequences have often mistakenly be systems is completely different. Recent work in come enshrined as principles, long after the original im behavior-based Artificial Intelligence has pro petus has disappeared. duced new models of intelligence that are much closer in spirit to biological systems. The non- From an evolutionary stance, human level intelligence Von Neumann computational models they use did not suddenly leap onto the scene. -
Distributional Differences Between Human and Computer Play at Chess
Multidisciplinary Workshop on Advances in Preference Handling: Papers from the AAAI-14 Workshop Human and Computer Preferences at Chess Kenneth W. Regan Tamal Biswas Jason Zhou Department of CSE Department of CSE The Nichols School University at Buffalo University at Buffalo Buffalo, NY 14216 USA Amherst, NY 14260 USA Amherst, NY 14260 USA [email protected] [email protected] Abstract In our case the third parties are computer chess programs Distributional analysis of large data-sets of chess games analyzing the position and the played move, and the error played by humans and those played by computers shows the is the difference in analyzed value from its preferred move following differences in preferences and performance: when the two differ. We have run the computer analysis (1) The average error per move scales uniformly higher the to sufficient depth estimated to have strength at least equal more advantage is enjoyed by either side, with the effect to the top human players in our samples, depth significantly much sharper for humans than computers; greater than used in previous studies. We have replicated our (2) For almost any degree of advantage or disadvantage, a main human data set of 726,120 positions from tournaments human player has a significant 2–3% lower scoring expecta- played in 2010–2012 on each of four different programs: tion if it is his/her turn to move, than when the opponent is to Komodo 6, Stockfish DD (or 5), Houdini 4, and Rybka 3. move; the effect is nearly absent for computers. The first three finished 1-2-3 in the most recent Thoresen (3) Humans prefer to drive games into positions with fewer Chess Engine Competition, while Rybka 3 (to version 4.1) reasonable options and earlier resolutions, even when playing was the top program from 2008 to 2011. -
OFFLINE GAMING VS CLOUD GAMING (ONLINE GAMING) Mr
ISSN: 0974-3308, VOL. 11, NO. 2 DECEMBER 2018 @ SRIMCA 99 OFFLINE GAMING VS CLOUD GAMING (ONLINE GAMING) Mr. Amit Khatri Abstract—Games has always been a major source of entertainment in every generation and so exiting their history is, because it has various factor involved like Video Games Industry and various generations of video games. Due to improvements in graphics, a revolution has occurred in computer games. Storage for Video Games has always been a problem whether it is a Gaming Console or a PC but has been resolved generation by generation. Games also attracted the uninterested audience. Offline Gaming has been very popular for a year but has various drawbacks. Cloud Gaming is the resolution against Offline Gaming. This paper talks about how Cloud Gaming is taking place of Offline Gaming with much powerful hardware systems and processes. Keywords—Gaming, Cloud Gaming, Gaming PC, Gaming Console, Video Games. I. GAMING AND ITS HISTORY Computerized game playing, whether it is over a personal computer, mobile phone or a video game console can be referred to as Gaming. An individual who plays video games is recognized as a gamer [1]. In every generation of technology evolution, graphics of the game have been improved. When we think the history of video games we usually think of games like Tic- tac-toe, Tetris, Pacman, pong and many more but now these games use graphics seems like reality. In the 1950s, People can’t think of playing card games such as Solitaire, Blackjack, Hearts, Spider Solitaire and so on, on tv or computer but now the stage has reached more ahead from that [1]. -
Weaponization of Artificial Intelligence (AI)
Disarmament and International Security Committee (DISEC) MUNUC 33 ONLINE 1 Disarmament and International Security Committee | MUNUC 33 Online TABLE OF CONTENTS ______________________________________________________ CHAIR LETTER…………………………….….………………………….….....…3 OVERVIEW OF DISEC……………..……………………..……………………..5 TOPIC A: BIOSECURITY…….…………...……..……………………………….6 Statement of the Problem……………….……………..…………...…6 History of the Problem………………………………………………….15 Past Actions…………………………………………………………….. 19 Possible Solutions………………………………………………………. 22 Bloc Positions……………………………………………………….……25 Glossary…………………………………………………………………..27 Bibliography……………………………………………………………..29 TOPIC B: WEAPONIZATION OF ARTIFICAL INTELLIGENCE…….………...32 Statement of the Problem……………….………...………………....32 History of the Problem………………………………………………….42 Past Actions…………………………………………………………….. 46 Possible Solutions………………………………………………………. 50 Bloc Positions……………………………………………………….……52 Glossary…………………………………………………………………..54 Bibliography…………………………………………………………..... 55 2 Disarmament and International Security Committee | MUNUC 33 Online CHAIR LETTER ____________________________________________________ Dear Delegates, Welcome to MUNUC 33 and the Disarmament and International Security Committee! My name is Joanna Zhuang, and I will be your chair for this committee this year. Before you start reading this background guide, I would like to introduce myself and talk about my expectations/advice for you and this committee. I was born in Shanghai, but I grew up in Vancouver, Canada. I am a second year at the College, -
Alan Turing's Automatic Computing Engine
5 Turing and the computer B. Jack Copeland and Diane Proudfoot The Turing machine In his first major publication, ‘On computable numbers, with an application to the Entscheidungsproblem’ (1936), Turing introduced his abstract Turing machines.1 (Turing referred to these simply as ‘computing machines’— the American logician Alonzo Church dubbed them ‘Turing machines’.2) ‘On Computable Numbers’ pioneered the idea essential to the modern computer—the concept of controlling a computing machine’s operations by means of a program of coded instructions stored in the machine’s memory. This work had a profound influence on the development in the 1940s of the electronic stored-program digital computer—an influence often neglected or denied by historians of the computer. A Turing machine is an abstract conceptual model. It consists of a scanner and a limitless memory-tape. The tape is divided into squares, each of which may be blank or may bear a single symbol (‘0’or‘1’, for example, or some other symbol taken from a finite alphabet). The scanner moves back and forth through the memory, examining one square at a time (the ‘scanned square’). It reads the symbols on the tape and writes further symbols. The tape is both the memory and the vehicle for input and output. The tape may also contain a program of instructions. (Although the tape itself is limitless—Turing’s aim was to show that there are tasks that Turing machines cannot perform, even given unlimited working memory and unlimited time—any input inscribed on the tape must consist of a finite number of symbols.) A Turing machine has a small repertoire of basic operations: move left one square, move right one square, print, and change state. -
Social Construction and the British Computer Industry in the Post-World War II Period
The rhetoric of Americanisation: Social construction and the British computer industry in the Post-World War II period By Robert James Kirkwood Reid Submitted to the University of Glasgow for the degree of Doctor of Philosophy in Economic History Department of Economic and Social History September 2007 1 Abstract This research seeks to understand the process of technological development in the UK and the specific role of a ‘rhetoric of Americanisation’ in that process. The concept of a ‘rhetoric of Americanisation’ will be developed throughout the thesis through a study into the computer industry in the UK in the post-war period . Specifically, the thesis discusses the threat of America, or how actors in the network of innovation within the British computer industry perceived it as a threat and the effect that this perception had on actors operating in the networks of construction in the British computer industry. However, the reaction to this threat was not a simple one. Rather this story is marked by sectional interests and technopolitical machination attempting to capture this rhetoric of ‘threat’ and ‘falling behind’. In this thesis the concept of ‘threat’ and ‘falling behind’, or more simply the ‘rhetoric of Americanisation’, will be explored in detail and the effect this had on the development of the British computer industry. What form did the process of capture and modification by sectional interests within government and industry take and what impact did this have on the British computer industry? In answering these questions, the thesis will first develop a concept of a British culture of computing which acts as the surface of emergence for various ideologies of innovation within the social networks that made up the computer industry in the UK. -
Introduction to Gaming
IWKS 2300 Fall 2019 A (redacted) History of Computer Gaming John K. Bennett How many hours per week do you spend gaming? A: None B: Less than 5 C: 5 – 15 D: 15 – 30 E: More than 30 What has been the driving force behind almost all innovations in computer design in the last 50 years? A: defense & military B: health care C: commerce & banking D: gaming Games have been around for a long time… Senet, circa 3100 B.C. 麻將 (mahjong, ma-jiang), ~500 B.C. What is a “Digital Game”? • “a software program in which one or more players make decisions through the control of the game objects and resources in pursuit of a goal” (Dignan, 2010) 1.Goal 2.Rules 3.Feedback loop (extrinsic / intrinsic motivation) 4.Voluntary Participation McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press Early Computer Games Alan Turning & Claude Shannon Early Chess-Playing Programs • In 1948, Turing and David Champernowne wrote “Turochamp”, a paper design of a chess-playing computer program. No computer of that era was powerful enough to host Turochamp. • In 1950, Shannon published a paper on computer chess entitled “Programming a Computer for Playing Chess”*. The same algorithm has also been used to play blackjack and the stock market (with considerable success). *Programming a Computer for Playing Chess Philosophical Magazine, Ser.7, Vol. 41, No. 314 - March 1950. OXO – Noughts and Crosses • PhD work of A.S. Douglas in 1952, University of Cambridge, UK • Tic-Tac-Toe game on EDSAC computer • Player used dial