Monday, January 27, 2020
Process of Embedding Fuzzy Logic Methodology In Racing Game
Process of Embedding Fuzzy Logic Methodology In Racing Game Alamin Hussain Key words: fuzzy logic, XNA, AI, racing game ABSTRACT Fuzzy Logic has many opinions and understanding from people to people. In its simplest understanding Fuzzy Logic outputs truth(s) based on approximation for reasoning. In essence compared to traditional binary sets, which outputs absolute truths or false values, Fuzzy Logic may have a false or truth-value which ranges in degrees from 0 to 1. Using the above notion, I will be implementing this ideology or method in the perspective of providing behaviors for my Non-Playable-Opponent. What this means is that I will be programming Fuzzy Logic into my video game. Which should provide a more human like interaction. I will be utilizing the Microsoft XNA framework and C# programming language to output the implementation. In attempting to program in Fuzzy Logic, I had come across several hurdles. Such as breaking the rules and calculations down to the most possible simplest form possible, then trying to implement line by line each element. Thereafter running into Syntax Errors and Runtime Errors of which there were many. Finally I was forced to remove some more complex forms of Fuzzy Logic due to time constraints and inability to fully comprehend Fuzzy Logic and apply it via programming. INTRODUCTION Fuzzy Logic is an area of study in Artificial Intelligence built on the idea that in a fuzzy set, each element in a given set which can assume a value from 0 to 1 and does not follow the conventional classic or crisp theory of just 0 or 1. Basically this method follows the conception that approximation is used for reasoning rather than a fixed value. An element is categorized in its gradual inclination towards its relevant set, this is known as the degree of membership. The objective of this project is to efficiently utilize the XNA game engine using C# programming language and DirectX graphics API, to create a function racing game which utilizes Fuzzy Logic artificial intelligence. Previous programmers and coders have utilized Fuzzy Logic in video games, but the use for fuzzy logic in real world applications for video games has been minimal due to more popularity of other methods such as the A* artificial intelligence model. The reason of this project is to identify how fuzzy logic can allow for more human like interaction in a video game setting. In essence providing human feedback and reactions to the player and establishing cohesion in immersive game play. Throughout the main chapters of the thesis, I will going through the process in which I have understood general AI in video games and how fuzzy logic can be applied in this territory. Due to my illness, which has made me bend bound and on medication for just over 2 months from the beginning of February, my research and understanding is very little. As such I will try my best to demonstrate my current knowledge and how I established it into my project. I will be providing and understanding of Artificial Intelligence in video games and how the two are intertwined; he current state and use of AI in video games; Game AI techniques; Fuzzy Logic AI; how Fuzzy Logic is utilized in video games; the benefits of fuzzy logic; the cons of Fuzzy Logic; Fuzzy State Machines; the use of fuzzy logic in the video game industry and previous research conducted on fuzzy logic. MAIN CHAPTERS Artificial Intelligence in Video Games In the study of artificial intelligence in video games it is made up of all the methodologies and techniques for implementing intelligence into video games. Artificial Intelligence in video games contain aspects of, but are not limited to: path finding, control of animation, strategic thinking, procedural generation and learning. All of which require some form of solving problems, which are executed utilising Artificial Intelligence algorithms. The main essence of using game artificial intelligence is bringing a more human like interaction for the player, in creating a more fun, immersive and strategical play. This can be in the form of enemy bosses or interaction with NPCs (Non-Playable-Characters). In the words of Alan Turing, considered the father of of artificial intelligence, an agent is intelligent if its behaviour cannot be distinguished from that of a human[1]. From real human perspective Game artificial intelligence is in essence not real intelligence but the illusion of such methods[2]. Successful video games implement varying degrees of compelling artificial intelligence. It is not a requirement to implement very intelligent, unbeatable smart opponents but a much fun and some what realistic opponent who does not do damagingly stupid manoeuvres of which could ruin the whole game play and remove a player from the immersion. Like in most aspects of a video game, the game AI compliments and provides a higher realisation of a given video game, such as maintaining high levels of entertainment and fun game play. From the beginning of video game development to the the present times of complex large project based games, Artificial Intelligence has certainly been widely used and with the passage of time has increased usage and complexity with it. As such video games such as online multi player games have brought forward advanced artificial intelligence and have changed the habits and perception of players. This in effect has made players demand much more intricacy in game play in regards to artificial intelligence and developers are more and more focusing in providing human-like methods in AI, which are capable of learning from the players inputs. Developers have since moved away from predictable and scripted opponents and heavily focused on the advanced artificial intelligence in games. Due to the nature of video game development, game AI has real world constraints, in terms of time management and scheduling of a project. As such tested and working methods are used in development and the lack of innovation in the field of game AI is very much not visible. Game Artificial intelligence borrows knowledge from academic based AI such as robotics. But has its own parallel workforce of improvement and research and development, whilst keeping practicality in mind due to the nature of the game industry[3]. All forms of AI research and development borrows elements of information and as such same techniques can be found in some form in all fields of study. This thesis will delve on the study of a particular method of video game artificial intelligence, which is Fuzzy Logic and the use of such AI in video game. Then bringing a conclusion from my findings and usage of Fuzzy Logic game AI. Current Usage of Game AI Game artificial intelligence had gained traction from the late eighties early nineties, as such has gained much more attention from the game industry in the last decade or so. Traditionally video game have been pushing boundaries in the composition of visual graphics and audio realism in a bid to gain traction from end consumers. This in return had made it so that CPU (Central Processing Unit) processing powers was largely given precedence to graphics computation, followed by sound computation and then the game logic. This process of allocation of resources in previous game development left very little computation al power to artificial intelligence, which resulted in very stupid, generic and easily overpower enemies and or opponents. The previous process of developing video games and limitations on resources meant that artificial intelligence was very minimal. In more recent times graphical fidelity has improved so well that the visuals on screen are indistinguishable to their real life counter parts. As well as the costs of provided more resources on a much lower capital and recent inclusions of GPU (Graphical Processing Unit), meant that visual graphics had a dedicated resource in providing improved graphics, whilst freeing up the CPU to focus more on intricate computations. This has allowed artificial intelligence and physics to flourish and become more improved over the years, allowing more immersive game play. This trend of game development and resource allocation has allowed video game artificial intelligence to become some what of an essential necessity to differentiate and better develop high quality video games. As costs are minimising and developers improving, there are more and more dedicated teams of developers focusing on game AI, in creating seemingly intelligent NPCs, opponents and enemies, thus enabling challenging and interesting video games for the players. Following these development cycles and improvements over the years in the study of video game artificial intelligence has allowed people studying and or researching artificial intelligence to use video games as a mean of testing their research. This in essence allows reducing large overheads, increasing safety and utilising a simple environment in a virtual world. As opposed testing in the real world, which would increase costs and potential pose a risk to researchers if it were a large scale project utilise large physical object(s).
Sunday, January 19, 2020
M.A.English Literature
UNIVERSITY OF MUMBAI * CODE:11100001 UNIVERSITY EXAMINATION OF MA Part-I April-2013 204 ADMISSION CARD CCF:0279:02826 CENTRE 22 M/A SEAT NO. 05955 M/F F EXAM No. COLLEGE 0279 CANDIDATE'S NAME PAPER 4001 4002 4003 4005 RATHOD ARCHANA BHUPESH VIMAL SUBJECT NAME OPTIONS SELECTED 26/04/2013 11:00-02:00 29/04/2013 11:00-02:00 03/05/2013 03:00-06:00 22/04/2013 11:00-02:00 INDIAN LITERATURE IN ENGLISH (1820S ONWARDS) LINGUISTICS AND STYLISTIC ANALYSIS OF TEXTS LITERATURE OF ENGLISH RENAISSANCE AND RESTORATION NINTEEN AND TWENTIETH AMERICAN CENTURY LITERATUREVENUE NOTE : Please visit mu. ac. in OR mu. ac. in/idol FOR VENUE LIST four days before start of examination * : TO BE WRITTEN ON THE BARCODED CUM OMR ANSWERBOOKS SIGNATURE OF PRINCIPAL OF THE COLLEGE ON THE PHOTO NOTE : 1. CANDIDATE MUST PRESERVE AND PRODUCE THIS CARD AT EACH SESSION OF THE EXAMINATION, WITHOUT WHICH ADMISSION TO THE EXAMINATION MAY BE DISALLOWED . T-EXEMPTION IN THEORY P-EXEMPTION IN PRACTICAL E-EXEMPTION IN BOTH Appli cation ID:13812110249 N. B. :Please note the examination no. or the result on IVRS on following Tel. No. 26526866,26526287,26526167,26526282 or Website: www. mu. ac. in INSTRUCTIONS FOR OBSERVANCE DURING THE EXAMINATION 1. On every Answer Book and every supplement Issued to you, enter your Seat Number and other particulars. 2. Do not write your Name or in any way reveal your identity anywhere in the answer book/ Supplements. 3. Write on both sides of each sheet. DO NOT TEAR OUT any sheet from the answer book/ Supplements. 4. Write your answer for each question on a new page.Question Nos. 1,2,3 etc. , and subquestion nos. (a), (b), (c), or (I), (II), (III), etc. should invariably be written in the margin where the answer to the respective question or sub-question begins. 5. Each section should be answered separately (in separate books). Examination do not undertake to examine answers written in the wrong answer book. Tie together the answer book and supplements relating to the same s ection. Enter on the page of the answer book the total number of supplements including the answer book submitted. . All answer books and supplements issued to you, whether written or blank must be handed over back when the final bell is rung. 7. Candidate will NOT be allowed to leave the examination hall during the first half -an-hour or during the last ten minutes of each session of the examination. 8. Rough work, if any, must be done in pencil and on the left hand page of the answer book/ supplement and NOT on the question paper or the blotting-paper. 9.Candidate will be expelled from the examination hall if (I) he/ she brings any books, notes scribbling or scribbled paper; (II) he/ she speaks to or communicates with any other candidate; (III) he/ she takes away an answer book or supplement; (IV) he/ she disobeys any instructions issued by the conductor or the supervisor. 10. A warning bell will be rung ten minutes before the examination begins and the final bell at the close of e ach session of the examination. Writing or answer must stop with the final bell.Candidate must not leave his/ her seat until all answer books are collected by the supervisor. 11. Student must carry their Photo ID Proof as follow : (Driving Licence/ PAN Card/ Aadhaar Card/ Voter ID Card/ Pass Port/ Employee ID Card). 12. If any Correction on Hall Ticket please contact University of Mumbai, Room No: 112, IDOL, Dr. S. D. Sharma Bhavan Vidyanagari Kalina Campus, Santacruz (East), Mumbai-400 098. Contact No: 2654 3241, 2654 3238 13. Please check your Name and Subjects carefully. 14. Please check the date and time with the examination programme on notice board/ visit mu. ac. in/idol
Saturday, January 11, 2020
Intercultural Communication Essay
There is always the existence of power in the society when people communicate, although it might not be evidently observed. At most instances, communication is assumed to take place between equal people, but this might not always be the case. There are basically different types of hierarchy that exists in the society which makes some people to be more powerful than others. This is a communication that takes place in intercultural communication. Those who are powerful either knowingly or unknowingly creates an environment that makes their communication more profound, hence asserting their authority over the others. People can be found in one communication group due to involuntary or voluntary cases. Involuntary occurs for instance when a person is of a certain gender, race, ethnic group, age and physical ability. The voluntary orientation occurs because of education background, geographic location, marital status, and socio-economic status. Basically those in the dominant group of communication usually impede those who are not in the same category with them. The most powerful in the society in terms of communication are usually also more privileged when it comes to many issues. There are some power relations that are usually rigid than others. For instance, power that occurs between gender is more rigid in changing than power that occurs for instance in a relationship between a student and a teacher. There are however many complication that can occur in intercultural communication due to the barriers that exists. The minority have been mostly powerless in communication compared with the other groups in the society. Basically the whites have always believed to be superior over many minority groups, especially the blacks. This is being ethnocentric. Many developed countries have looked down upon the less developed countries especially from Africa as they believe that the people from these countries can not be equated with them. The blacks whether immigrants or those who were born in the developed countries thus continue to be seen as less important people in the society, hence can not even be listened to, or be given an opportunity to prove their prowess in any arena by the whites. The white race believes to be the most dominant race than all the other races, hence undermining the rest. Many of the black people are also stereotyped in the American society. Many blacks can be found to be imprisoned more than the whites, yet in essence, it can not be said that the blacks are the ones who commit crimes more than the whites. But because of stereotypes, they are just considered to be naturally criminals. Any black seen walking around the white dominated area is usually looked at as a person who is bound to commit a crime even if a person has got no such intentions. This can occur because of generalizing issues that blacks are criminals, yet the whites commit crimes just as the blacks. In fact, because of stereotypes, the black suspect is more likely to receive punishment or a harsher punishment than a white suspect charged with the same offence. In most cases, stereotypes occur in unconscious manner, thus the only way to overcome it is by having a conscious way of avoiding it. In many white homes, children might grow up hearing the N word often used by their parents against the black people, hence the children also grow up with the same stereotypic nature the elders have over the blacks. Because of stereotype and prejudice that is rampant in the society against the blacks, they usually find themselves victims of discrimination. The blacks have been discriminated over many issues in the society ranging from political, social, and economic perspectives. In many instances, the blacks have been denied equal opportunity in the society by the more powerful whites. Discrimination can be exhibited in various forms that include subtle non verbal to verbal insults. Because of prejudice and stereotyping the less powerful people find themselves being even eliminated in the society through various means that can include genocide. This is a very mild form of discrimination. Discrimination can be at interpersonal or institutional level. Although there are nowadays less cases of interpersonal discrimination, the institutional level discrimination are still very high. At institutional level, the blacks are usually denied equal representation in different institutions in the society compared to their white counterparts. As already explained, the blacks usually find themselves at the wrong hand of the law more than the whites, not because the blacks commit crimes than whites, but because the law enforcers are bound to look for mistakes among the blacks than they would do with the whites. Discrimination is even evident in the law paying job application fields in which a white man, who has got a criminal record, has got higher chances of getting employed than a black man who has got a clean criminal record. In such a case, the employer is not interested in the records of the employees, but rather concerned with the race of the applicant. Therefore, despite many efforts that are put in the society to show that there is equality in different spheres, intercultural communication still plays as a major hindrance in the achievement of this.
Friday, January 3, 2020
Influence of Animated Characters in Tv Advertising Towards...
Influence of Animated Characters in Television Advertising towards Young Children Literature Review by Eileen van Dulm University of Lethbridge 11/30/2011 1. Introduction On average children between two and five years old spend more than 25 hours a week in front of a TV screen. Children between six and eleven years spend on average 23 hours per week. Children between two and five years old are exposed to more television commercials than older children and 50% of the commercials are being seen in playback mode by them1. The USA has one of the highest numbers of advertisements per hour on television. These factors have contributed to concern among parents, governments, consumer organization, etc. about the influence of advertisements onâ⬠¦show more contentâ⬠¦Very young children from the age of two to five years old are part of the ââ¬Ëââ¬â¢limited processorsââ¬â¢Ã¢â¬â¢ which means that these children cannot use these strategies to retrieve information or enhance learning, even when they are encouraged to do so. 3. Childrenââ¬â¢s Understanding of Television Advertisement Tammo H. A. Bijmolt, Wilma Claassen and Britta Brus (1998) investigated childrenââ¬â¢s understanding of TV advertisement; as decomposed into their recognition of the difference between programs and commercials and their comprehension of the selling intent of commercials, the study consists of 153 Dutch children, ranging from five to eight years old. The studyââ¬â¢s authors decomposed their research into the recognition of children of the difference between programmes and commercials and the comprehension of children of the selling intent of commercials and the hypotheses were measured by verbal and non-verbal measurements. Although children between the age of five and eight have some understanding of TV advertising, they had difficulties in answering verbally, which enforces the ââ¬Ëââ¬â¢theory of information-processingââ¬â¢Ã¢â¬â¢ (Roedder, 1981) and the ââ¬Ëââ¬â¢Piagetââ¬â¢s theory of cognitive developmentââ¬â¢Ã¢â¬â¢ (Wadsworth, 1989). Young children ( below six years old) pay more attention to ââ¬Ëââ¬â¢perceptual cuesââ¬â¢Ã¢â¬â¢ such as the length of the story, or jingles, or other visual effects rather than really understanding the purpose of advertising: the selling content. (Tammo H.A. Bijmolt, 1998). 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