Brief overview re-situating behavior trees in the context of the standard agent model and the APE (apperception, planning, execution) architecture. Applicable to Game AI and Robotics.
This document contains a glossary of terms related to video game design and development. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. For each term, it gives a short definition from an online source and describes how the term relates to the production practice of video games.
This document contains a glossary of terms related to video game design and development. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, and others. For each term, it gives a short definition from an online source as well as a one sentence description of how the term relates to the production practice of video games. Images or videos are also provided for some terms to illustrate their usage in games.
Showing clearly the effect of a Google AdWords campaign is one of the most important task involved in a digital consultancy.
Here's a quick method to impress your clients with outstandingly clear content.
Just a little "r" scripting required (definitely not rocket science).
Enjoy
The document discusses distributed computing and the MapReduce programming model. It provides examples of how Folding@home and PS3s contribute significantly to distributed computing projects. It then explains challenges with inter-machine parallelism like communication overhead and load balancing. The document outlines Google's MapReduce model which handles these issues and makes programming distributed systems easier through its map and reduce functions.
The document outlines the agenda for an Advanced Graphics Workshop being held by Texas Instruments. The workshop will include an introduction to graphics hardware architectures and the OpenGL rendering pipeline. It will provide a detailed walkthrough of the OpenGL ES 2.0 specification and APIs. Participants will work through several hands-on labs covering texturing, transformations, shaders and more. The goal is to help developers optimize graphics performance on embedded platforms.
This document contains a glossary of terms related to video game design. It includes definitions for terms like demo, alpha, beta, gold master, debugging, white-box testing, bugs, vertex shaders, pixel shaders, and more. For each term, the document provides a short definition from an online source, and describes how the term relates to the author's own video game production practice. The glossary is intended to help the author better understand important concepts and terminology in video game development.
This document contains a glossary of terms related to video game design. It includes definitions for terms like demo, alpha, beta, gold master, debugging, white-box testing, bugs, vertex shaders, pixel shaders, and more. For each term, the document provides a short definition from an online source, and describes how the term relates to the author's own video game production practice.
The document is a glossary of terms related to video game design produced by a student. It contains definitions of 18 key terms, sourced from online references. For each term, the student provides a short summary of how the concept relates to their own game development work. The glossary covers areas such as game engines, testing, graphics techniques, and user interfaces.
This document contains a glossary of terms related to video game design and development. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. For each term, it gives a short definition from an online source and describes how the term relates to the production practice of video games.
This document contains a glossary of terms related to video game design and development. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, and others. For each term, it gives a short definition from an online source as well as a one sentence description of how the term relates to the production practice of video games. Images or videos are also provided for some terms to illustrate their usage in games.
Showing clearly the effect of a Google AdWords campaign is one of the most important task involved in a digital consultancy.
Here's a quick method to impress your clients with outstandingly clear content.
Just a little "r" scripting required (definitely not rocket science).
Enjoy
The document discusses distributed computing and the MapReduce programming model. It provides examples of how Folding@home and PS3s contribute significantly to distributed computing projects. It then explains challenges with inter-machine parallelism like communication overhead and load balancing. The document outlines Google's MapReduce model which handles these issues and makes programming distributed systems easier through its map and reduce functions.
The document outlines the agenda for an Advanced Graphics Workshop being held by Texas Instruments. The workshop will include an introduction to graphics hardware architectures and the OpenGL rendering pipeline. It will provide a detailed walkthrough of the OpenGL ES 2.0 specification and APIs. Participants will work through several hands-on labs covering texturing, transformations, shaders and more. The goal is to help developers optimize graphics performance on embedded platforms.
This document contains a glossary of terms related to video game design. It includes definitions for terms like demo, alpha, beta, gold master, debugging, white-box testing, bugs, vertex shaders, pixel shaders, and more. For each term, the document provides a short definition from an online source, and describes how the term relates to the author's own video game production practice. The glossary is intended to help the author better understand important concepts and terminology in video game development.
This document contains a glossary of terms related to video game design. It includes definitions for terms like demo, alpha, beta, gold master, debugging, white-box testing, bugs, vertex shaders, pixel shaders, and more. For each term, the document provides a short definition from an online source, and describes how the term relates to the author's own video game production practice.
The document is a glossary of terms related to video game design produced by a student. It contains definitions of 18 key terms, sourced from online references. For each term, the student provides a short summary of how the concept relates to their own game development work. The glossary covers areas such as game engines, testing, graphics techniques, and user interfaces.
A Future for R: Parallel and Distributed Processing in R for Everyoneinside-BigData.com
In this deck from the 2018 European R Users Meeting, Henrik Bengtsson from the University of California San Francisco presents: A Future for R: Parallel and Distributed Processing in R for Everyone.
In this video from the European R Users Meeting, Henrik Bengtsson from the University of California San Francisco presents: A Future for R: Parallel and Distributed Processing in R for Everyone.
"The future package is a powerful and elegant cross-platform framework for orchestrating asynchronous computations in R. It's ideal for working with computations that take a long time to complete; that would benefit from using distributed, parallel frameworks to make them complete faster; and that you'd rather not have locking up your interactive R session."
Watch the video: https://wp.me/p3RLHQ-jJ4
Learn more: https://blog.revolutionanalytics.com/2019/01/future-package.html
Sign up for our insideHPC Newsletter: http://insidehpc.com/newsletter
The document is a glossary task for a games design course that requires students to research and define video game development and design terms. It includes definitions for terms like alpha, beta, debug, entities, lighting, and animation. For each term, the student provides a short definition from an online source and describes how the term relates to their own game production practice.
The document provides a resume for D Vignesh, including contact information, 7 years of experience in PCB design, education including a BE in electronics and communication engineering, and details on 6 projects involving multi-layer board design, high-speed signal routing, and work with various PCB design tools like Allegro and Altium.
This document provides a glossary of terms related to video game development and testing. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, and entity. For each term, it provides a short definition from an online source as well as how the term relates to the author's own video game production practice. Images and links are also included to visualize each term.
Game engines have long been in the forefront of taking advantage of the ever
increasing parallel compute power of both CPUs and GPUs. This talk is about how the
parallel compute is utilized in practice on multiple platforms today in the Frostbite game
engine and how we think the parallel programming models, hardware and software in
the industry should look like in the next 5 years to help us make the best games possible.
Architecture refactoring - accelerating business successGanesh Samarthyam
In the last two decades, refactoring for code and design smells have received considerable attention from both academia and industry. Recently, the focus has turned towards refactoring for architectural smells to repay architectural debt. This presentation covers case studies/examples in refactoring them in industrial and open source projects.
This document discusses GPU architecture and functioning. It defines a GPU as a processor optimized for graphics, video and visual computing. GPUs are highly parallel and multithreaded. The document outlines the evolution of GPUs from specialized graphics cards to massively parallel processors capable of general purpose computing. It describes the GPU pipeline including host interface, vertex processing, triangle setup, fragment processing and memory interface. It also discusses programming models like CUDA and differences between CPUs and GPUs.
This document contains a glossary of terms related to video game design. It provides researched definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, entity, UV map, procedural texture, physics, collision, lighting, anti-aliasing, level of detail, animation, sprite, scene, and library. For each term, it gives a short definition from an online source and describes how the term relates to the author's own video game production practice.
R&M Technologies provides reliability, maintainability and logistics support analysis services. It developed RamLog software in 1992 to manage lifecycle logistics data. RamLog includes capabilities like FMECA, RCM analysis, maintenance task analysis, technical manual authoring, and a simulation edition to model system operations and support over the lifecycle. RamLog integrates with RAMLOG.NET for transactional database support.
BitSquid Tech: Benefits of a data-driven renderertobias_persson
BitSquid Tech is a data-driven game engine developed by BitSquid that aims to provide flexibility and fast iteration. Key aspects include supporting hot-reloading of content, utilizing multi-core processors, and having multiple specialized tools instead of a single large editor. The data-driven renderer uses a JSON configuration file to define the entire rendering pipeline, including resources, layers, and resource generators for post-processing, allowing the pipeline to vary dramatically between projects or hardware while remaining high-level and hot-reloadable. This provides significant benefits for flexibility, experimentation, and scaling to different hardware.
The document discusses various aspects of the game development process from a programming perspective. It covers common programming areas like game code, game engines, and tools. It also discusses team organization, software methodologies, programming practices, and popular programming languages used in game development like C++, Java, and scripting languages. Programmers often specialize in areas like graphics or networking, and methodologies have shifted from "code and fix" to more iterative and agile approaches. C++ remains widely used due to performance needs, while scripting languages allow for faster iteration.
Microservices for building an IDE - The innards of JetBrains Rider - NDC Oslo...Maarten Balliauw
Ever wondered how IDE’s are built? In this talk, we’ll skip the marketing bit and dive into the architecture and implementation of JetBrains Rider. We’ll look at how and why we have built (and open sourced) a reactive protocol, and how the IDE uses a “microservices” architecture to communicate with the debugger, Roslyn, a WPF renderer and even other tools like Unity3D. We’ll explore how things are wired together, both in-process and across those microservices.
QConSF 2014 talk on Netflix Mantis, a stream processing systemDanny Yuan
Justin and I gave this talk in QCon SF 2014 about the Mantis, a stream processing system that features a reactive programming API, auto scaling, and stream locality
As the amount of metrics, software that produce and process them, and people involved in them continue to increase, we need better ways to organize them, to make them self-describing, and do so in a way that is consistent. Leveraging this, we can then automatically build graphs and dashboards, given a query that represents an information need, even for complicated cases. We can build richer visualizations, alerting and fault detection. This talk will introduce the concepts and related tools, demonstrate possibilities using the Graph-Explorer interface, and lay the groundwork for future work.
London F-Sharp User Group : Don Syme on F# - 09/09/2010Skills Matter
This document provides an overview of the F# programming language and discusses some of its key features and benefits. It includes examples of using F# for financial modeling, event processing, and 3D simulation. F# allows for both functional and object-oriented programming, and supports features like units of measure, asynchronous and parallel programming. Case studies demonstrate how F# was used successfully for power grid scheduling and online advertising. The document concludes with a demonstration of using F# for a 3D simulation.
This document contains a glossary of terms related to video game design and development. It defines terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bugs, game engines, vertex shaders, pixel shaders, post-processing, rendering, normal maps, entities, UV mapping, procedural textures, and physics. For each term, it provides a short definition from an online source, describes how the term relates to the student's own work, and includes an image or video example when possible. The glossary is intended to demonstrate the student's understanding of fundamental video game terminology.
The document is a glossary of terms related to video game development created by a student named Patryk Kleczkowski. It contains definitions for terms like demo, beta, alpha, pre-alpha, gold master, debugging, automation, white-box testing, bugs, vertex shaders, pixel shaders, and post-processing. For each term, the student provides a short definition from an online source as well as a description of how the term relates to their own video game production practice.
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)Johan Andersson
1. The document discusses parallel graphics techniques used in the Frostbite game engine, both currently and potentially in the future. It describes using job-based parallelism to utilize multiple CPU cores and the PS3 SPUs.
2. One technique is parallel command buffer recording to dispatch draw calls to multiple command buffers and scale linearly with core count. Another is software occlusion culling using the SPUs/CPU to rasterize a coarse z-buffer.
3. Potential future techniques discussed include deferred shading using compute shaders, with the compute shader culling lights and accumulating lighting per screen-space tile.
This document provides an overview of the CS 354 Computer Graphics course taught by Mark Kilgard at the University of Texas. The key points are:
- Mark Kilgard and Randall Smith will teach the course using lectures and programming assignments in OpenGL.
- Grading will be based on tests, quizzes, homework assignments, and software projects implementing simple 3D graphics concepts in OpenGL.
- Students will learn fundamental 3D graphics concepts like transformations, lighting, and shading by programming in OpenGL and GLSL shaders.
- The goal is to teach practical graphics programming skills for applications like games, visualizations, and more.
Ivanti’s Patch Tuesday breakdown goes beyond patching your applications and brings you the intelligence and guidance needed to prioritize where to focus your attention first. Catch early analysis on our Ivanti blog, then join industry expert Chris Goettl for the Patch Tuesday Webinar Event. There we’ll do a deep dive into each of the bulletins and give guidance on the risks associated with the newly-identified vulnerabilities.
Skybuffer AI: Advanced Conversational and Generative AI Solution on SAP Busin...Tatiana Kojar
Skybuffer AI, built on the robust SAP Business Technology Platform (SAP BTP), is the latest and most advanced version of our AI development, reaffirming our commitment to delivering top-tier AI solutions. Skybuffer AI harnesses all the innovative capabilities of the SAP BTP in the AI domain, from Conversational AI to cutting-edge Generative AI and Retrieval-Augmented Generation (RAG). It also helps SAP customers safeguard their investments into SAP Conversational AI and ensure a seamless, one-click transition to SAP Business AI.
With Skybuffer AI, various AI models can be integrated into a single communication channel such as Microsoft Teams. This integration empowers business users with insights drawn from SAP backend systems, enterprise documents, and the expansive knowledge of Generative AI. And the best part of it is that it is all managed through our intuitive no-code Action Server interface, requiring no extensive coding knowledge and making the advanced AI accessible to more users.
A Future for R: Parallel and Distributed Processing in R for Everyoneinside-BigData.com
In this deck from the 2018 European R Users Meeting, Henrik Bengtsson from the University of California San Francisco presents: A Future for R: Parallel and Distributed Processing in R for Everyone.
In this video from the European R Users Meeting, Henrik Bengtsson from the University of California San Francisco presents: A Future for R: Parallel and Distributed Processing in R for Everyone.
"The future package is a powerful and elegant cross-platform framework for orchestrating asynchronous computations in R. It's ideal for working with computations that take a long time to complete; that would benefit from using distributed, parallel frameworks to make them complete faster; and that you'd rather not have locking up your interactive R session."
Watch the video: https://wp.me/p3RLHQ-jJ4
Learn more: https://blog.revolutionanalytics.com/2019/01/future-package.html
Sign up for our insideHPC Newsletter: http://insidehpc.com/newsletter
The document is a glossary task for a games design course that requires students to research and define video game development and design terms. It includes definitions for terms like alpha, beta, debug, entities, lighting, and animation. For each term, the student provides a short definition from an online source and describes how the term relates to their own game production practice.
The document provides a resume for D Vignesh, including contact information, 7 years of experience in PCB design, education including a BE in electronics and communication engineering, and details on 6 projects involving multi-layer board design, high-speed signal routing, and work with various PCB design tools like Allegro and Altium.
This document provides a glossary of terms related to video game development and testing. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, and entity. For each term, it provides a short definition from an online source as well as how the term relates to the author's own video game production practice. Images and links are also included to visualize each term.
Game engines have long been in the forefront of taking advantage of the ever
increasing parallel compute power of both CPUs and GPUs. This talk is about how the
parallel compute is utilized in practice on multiple platforms today in the Frostbite game
engine and how we think the parallel programming models, hardware and software in
the industry should look like in the next 5 years to help us make the best games possible.
Architecture refactoring - accelerating business successGanesh Samarthyam
In the last two decades, refactoring for code and design smells have received considerable attention from both academia and industry. Recently, the focus has turned towards refactoring for architectural smells to repay architectural debt. This presentation covers case studies/examples in refactoring them in industrial and open source projects.
This document discusses GPU architecture and functioning. It defines a GPU as a processor optimized for graphics, video and visual computing. GPUs are highly parallel and multithreaded. The document outlines the evolution of GPUs from specialized graphics cards to massively parallel processors capable of general purpose computing. It describes the GPU pipeline including host interface, vertex processing, triangle setup, fragment processing and memory interface. It also discusses programming models like CUDA and differences between CPUs and GPUs.
This document contains a glossary of terms related to video game design. It provides researched definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, entity, UV map, procedural texture, physics, collision, lighting, anti-aliasing, level of detail, animation, sprite, scene, and library. For each term, it gives a short definition from an online source and describes how the term relates to the author's own video game production practice.
R&M Technologies provides reliability, maintainability and logistics support analysis services. It developed RamLog software in 1992 to manage lifecycle logistics data. RamLog includes capabilities like FMECA, RCM analysis, maintenance task analysis, technical manual authoring, and a simulation edition to model system operations and support over the lifecycle. RamLog integrates with RAMLOG.NET for transactional database support.
BitSquid Tech: Benefits of a data-driven renderertobias_persson
BitSquid Tech is a data-driven game engine developed by BitSquid that aims to provide flexibility and fast iteration. Key aspects include supporting hot-reloading of content, utilizing multi-core processors, and having multiple specialized tools instead of a single large editor. The data-driven renderer uses a JSON configuration file to define the entire rendering pipeline, including resources, layers, and resource generators for post-processing, allowing the pipeline to vary dramatically between projects or hardware while remaining high-level and hot-reloadable. This provides significant benefits for flexibility, experimentation, and scaling to different hardware.
The document discusses various aspects of the game development process from a programming perspective. It covers common programming areas like game code, game engines, and tools. It also discusses team organization, software methodologies, programming practices, and popular programming languages used in game development like C++, Java, and scripting languages. Programmers often specialize in areas like graphics or networking, and methodologies have shifted from "code and fix" to more iterative and agile approaches. C++ remains widely used due to performance needs, while scripting languages allow for faster iteration.
Microservices for building an IDE - The innards of JetBrains Rider - NDC Oslo...Maarten Balliauw
Ever wondered how IDE’s are built? In this talk, we’ll skip the marketing bit and dive into the architecture and implementation of JetBrains Rider. We’ll look at how and why we have built (and open sourced) a reactive protocol, and how the IDE uses a “microservices” architecture to communicate with the debugger, Roslyn, a WPF renderer and even other tools like Unity3D. We’ll explore how things are wired together, both in-process and across those microservices.
QConSF 2014 talk on Netflix Mantis, a stream processing systemDanny Yuan
Justin and I gave this talk in QCon SF 2014 about the Mantis, a stream processing system that features a reactive programming API, auto scaling, and stream locality
As the amount of metrics, software that produce and process them, and people involved in them continue to increase, we need better ways to organize them, to make them self-describing, and do so in a way that is consistent. Leveraging this, we can then automatically build graphs and dashboards, given a query that represents an information need, even for complicated cases. We can build richer visualizations, alerting and fault detection. This talk will introduce the concepts and related tools, demonstrate possibilities using the Graph-Explorer interface, and lay the groundwork for future work.
London F-Sharp User Group : Don Syme on F# - 09/09/2010Skills Matter
This document provides an overview of the F# programming language and discusses some of its key features and benefits. It includes examples of using F# for financial modeling, event processing, and 3D simulation. F# allows for both functional and object-oriented programming, and supports features like units of measure, asynchronous and parallel programming. Case studies demonstrate how F# was used successfully for power grid scheduling and online advertising. The document concludes with a demonstration of using F# for a 3D simulation.
This document contains a glossary of terms related to video game design and development. It defines terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bugs, game engines, vertex shaders, pixel shaders, post-processing, rendering, normal maps, entities, UV mapping, procedural textures, and physics. For each term, it provides a short definition from an online source, describes how the term relates to the student's own work, and includes an image or video example when possible. The glossary is intended to demonstrate the student's understanding of fundamental video game terminology.
The document is a glossary of terms related to video game development created by a student named Patryk Kleczkowski. It contains definitions for terms like demo, beta, alpha, pre-alpha, gold master, debugging, automation, white-box testing, bugs, vertex shaders, pixel shaders, and post-processing. For each term, the student provides a short definition from an online source as well as a description of how the term relates to their own video game production practice.
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)Johan Andersson
1. The document discusses parallel graphics techniques used in the Frostbite game engine, both currently and potentially in the future. It describes using job-based parallelism to utilize multiple CPU cores and the PS3 SPUs.
2. One technique is parallel command buffer recording to dispatch draw calls to multiple command buffers and scale linearly with core count. Another is software occlusion culling using the SPUs/CPU to rasterize a coarse z-buffer.
3. Potential future techniques discussed include deferred shading using compute shaders, with the compute shader culling lights and accumulating lighting per screen-space tile.
This document provides an overview of the CS 354 Computer Graphics course taught by Mark Kilgard at the University of Texas. The key points are:
- Mark Kilgard and Randall Smith will teach the course using lectures and programming assignments in OpenGL.
- Grading will be based on tests, quizzes, homework assignments, and software projects implementing simple 3D graphics concepts in OpenGL.
- Students will learn fundamental 3D graphics concepts like transformations, lighting, and shading by programming in OpenGL and GLSL shaders.
- The goal is to teach practical graphics programming skills for applications like games, visualizations, and more.
Ivanti’s Patch Tuesday breakdown goes beyond patching your applications and brings you the intelligence and guidance needed to prioritize where to focus your attention first. Catch early analysis on our Ivanti blog, then join industry expert Chris Goettl for the Patch Tuesday Webinar Event. There we’ll do a deep dive into each of the bulletins and give guidance on the risks associated with the newly-identified vulnerabilities.
Skybuffer AI: Advanced Conversational and Generative AI Solution on SAP Busin...Tatiana Kojar
Skybuffer AI, built on the robust SAP Business Technology Platform (SAP BTP), is the latest and most advanced version of our AI development, reaffirming our commitment to delivering top-tier AI solutions. Skybuffer AI harnesses all the innovative capabilities of the SAP BTP in the AI domain, from Conversational AI to cutting-edge Generative AI and Retrieval-Augmented Generation (RAG). It also helps SAP customers safeguard their investments into SAP Conversational AI and ensure a seamless, one-click transition to SAP Business AI.
With Skybuffer AI, various AI models can be integrated into a single communication channel such as Microsoft Teams. This integration empowers business users with insights drawn from SAP backend systems, enterprise documents, and the expansive knowledge of Generative AI. And the best part of it is that it is all managed through our intuitive no-code Action Server interface, requiring no extensive coding knowledge and making the advanced AI accessible to more users.
Digital Marketing Trends in 2024 | Guide for Staying AheadWask
https://www.wask.co/ebooks/digital-marketing-trends-in-2024
Feeling lost in the digital marketing whirlwind of 2024? Technology is changing, consumer habits are evolving, and staying ahead of the curve feels like a never-ending pursuit. This e-book is your compass. Dive into actionable insights to handle the complexities of modern marketing. From hyper-personalization to the power of user-generated content, learn how to build long-term relationships with your audience and unlock the secrets to success in the ever-shifting digital landscape.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
Trusted Execution Environment for Decentralized Process MiningLucaBarbaro3
Presentation of the paper "Trusted Execution Environment for Decentralized Process Mining" given during the CAiSE 2024 Conference in Cyprus on June 7, 2024.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Dive into the realm of operating systems (OS) with Pravash Chandra Das, a seasoned Digital Forensic Analyst, as your guide. 🚀 This comprehensive presentation illuminates the core concepts, types, and evolution of OS, essential for understanding modern computing landscapes.
Beginning with the foundational definition, Das clarifies the pivotal role of OS as system software orchestrating hardware resources, software applications, and user interactions. Through succinct descriptions, he delineates the diverse types of OS, from single-user, single-task environments like early MS-DOS iterations, to multi-user, multi-tasking systems exemplified by modern Linux distributions.
Crucial components like the kernel and shell are dissected, highlighting their indispensable functions in resource management and user interface interaction. Das elucidates how the kernel acts as the central nervous system, orchestrating process scheduling, memory allocation, and device management. Meanwhile, the shell serves as the gateway for user commands, bridging the gap between human input and machine execution. 💻
The narrative then shifts to a captivating exploration of prominent desktop OSs, Windows, macOS, and Linux. Windows, with its globally ubiquitous presence and user-friendly interface, emerges as a cornerstone in personal computing history. macOS, lauded for its sleek design and seamless integration with Apple's ecosystem, stands as a beacon of stability and creativity. Linux, an open-source marvel, offers unparalleled flexibility and security, revolutionizing the computing landscape. 🖥️
Moving to the realm of mobile devices, Das unravels the dominance of Android and iOS. Android's open-source ethos fosters a vibrant ecosystem of customization and innovation, while iOS boasts a seamless user experience and robust security infrastructure. Meanwhile, discontinued platforms like Symbian and Palm OS evoke nostalgia for their pioneering roles in the smartphone revolution.
The journey concludes with a reflection on the ever-evolving landscape of OS, underscored by the emergence of real-time operating systems (RTOS) and the persistent quest for innovation and efficiency. As technology continues to shape our world, understanding the foundations and evolution of operating systems remains paramount. Join Pravash Chandra Das on this illuminating journey through the heart of computing. 🌟
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
leewayhertz.com-AI in predictive maintenance Use cases technologies benefits ...alexjohnson7307
Predictive maintenance is a proactive approach that anticipates equipment failures before they happen. At the forefront of this innovative strategy is Artificial Intelligence (AI), which brings unprecedented precision and efficiency. AI in predictive maintenance is transforming industries by reducing downtime, minimizing costs, and enhancing productivity.
This presentation provides valuable insights into effective cost-saving techniques on AWS. Learn how to optimize your AWS resources by rightsizing, increasing elasticity, picking the right storage class, and choosing the best pricing model. Additionally, discover essential governance mechanisms to ensure continuous cost efficiency. Whether you are new to AWS or an experienced user, this presentation provides clear and practical tips to help you reduce your cloud costs and get the most out of your budget.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Letter and Document Automation for Bonterra Impact Management (fka Social Sol...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on automated letter generation for Bonterra Impact Management using Google Workspace or Microsoft 365.
Interested in deploying letter generation automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
1. T.E.A de Souza - October 2022
Effective Game AI
Behavior trees through the APE architecture
2. Apperception
Planning
Execution
Apperception
Extract roles and statuses
Variable 0.1~60Hz
Planning
- input/output (blackbox)
- Do not retain state between iterations
- Can test in isolation (fast)
- Can test and validate new design features
before full integration.
Variable frame rate 0.1~10Hz
Execution
- Animation, sound
- Tied to refresh rate (60-120Hz) or physics rate
3. Apperception
Planning
Execution
Blueprints does not hinder good
separation, but also does not actively
encourage it.
Historically BT has been used as an end-all
game scripting platform (break architectural
integrity); this leads to edBT (event driven
behavior trees, breaks responsiveness)
edBTs are not good for planning [Anguelov
2020)
Advances in BT [Colledanchise 2017] have
clarified BT’s benefits. The results do not
apply to edBTs.
4. INPUT
threat: role
ally: role
hungry: status
in-combo: status
….
Planner
(BT, GOAP, …)
Well formed planners do no
hold state.
Call the planner if you need a
“next action”
Same input => Same output
OUTPUT
Take cover
Look around,
Pick up an object,
Shoot
Reload
(Cheer, smile?)
Planner in APE
Replace the planner
seamlessly:
bystander, patrol, on
alert, engaged,
in-combo
Hidden variables make
testing harder:
- FSM
- edBT
- Event frameworks
5. INPUT
A: foe
B: wounded
(other parameters
don’t care)
OUTPUT
Evade
AI Test case
Incremental Design
INPUT
A: foe
B: don’t care?
C: well-armed
(other parameters
don’t care)
OUTPUT
Attack
Well decoupled planning allows testing via
simple i/o test cases (no C++ required)
Design ideas translate into new mappings,
which can be automatically or manually
added to the BT. Depending on the
insertion point, pre-existing tests will
break… or not.
In the suggested example, a new mapping
generates contradiction, which may break
a test, or can be made to fail at runtime.
(threat + wounded + well armed)
=> attack?
=> evade?
(ambiguity)
6. DSL
Framework
Visual Programming
Interpreter Transpiler
Runtime (C++/C##/OpenCL/Cuda)
Building Effective Workflows
Often the correct data presentation differs
depending on who’s looking, and why.
Visual programming may allow (technical)
designers to start things they can’t finish.
A humanly comprehensible BT graph may
not be the most efficient runtime
representation.
BT can integrate with GPLs (C/C++/C#/…)
[de Souza 2020] however an interpreter
can help working with BTs in realtime, and
bridge the AI framework with visual, graph
oriented representations.
7. Standard BT: memory, performance,
optimizations
Via APE, variable 0.25-20Hz
Easily swap the solver (Bystander vs Patrol
vs High alert vs Combat or In-Combo)
Frequency analysis can detect and
optimize “deep stacks” (including just in
time). In a trivial (but common) case,
subsequent iterations of input X will of
course lead same output Y.
No storage requirement (stateless)
8. Past and current work
Active Logic (since 2019) - reformulate BT
as a calculus; applications from realtime
programming to AI
Senior AI engineer at Ultimerse 2021-2022:
combat AIs through C# BTs (Unity)
Currently working on BT-lang (DSL for BTs)
and a framework for technical designers to
easily build performant apperception
components