These slides are part of a course about interactive objects in games. The lectures cover some of the most widely used methodologies that allow smart objects and non-player characters (NPCs) to exhibit autonomy and flexible behavior through various forms of decision making, including techniques for pathfinding, reactive behavior through automata and processes, and goal-oriented action planning. More information can be found here: http://tinyurl.com/sv-intobj-2013
Intro to AI STRIPS Planning & Applications in Video-games Lecture5-Part1Stavros Vassos
This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
UX STRAT Online 2021 Presentation by Jessa Parette, Capital OneUX STRAT
These slides are for the following session presented at the UX STRAT Online 2021 Conference:
"How to Measure Design Quality"
Jessa Parette
Capital One: Head of Design - Strategy, Research & Systems
There are a lot of articles about games. Most of these are about particular aspects of a game like rendering or physics. All engines, however, have a binding structure that ties all aspects of the game together. Usually there is a base class (Object, Actor or Entity are common names) that all objects in the game derive from, but very little is written on the subject. Only very recently a couple of talks on game|tech have briefly touched on the subject. Still, choosing a structure to build your game on is very important. The end user might not “see” the difference between a good and a bad structure, but this choice will affect many aspects of the development process. A good structure will reduce risk and increase the efficiency of the team.
With Shader Graph in Unity 2018, creating powerful and beautiful shaders has never been easier. But with great power, comes great responsibility. This intermediate-level session will explore best practices for rendering performance and shader creation workflow. We'll cover what happens under the hood, share tips to avoid common pitfalls, and highlight what to look for as Shader Graph readies for prime-time release in the near future.
Charles Sanglimsuwan - Unity Technologies
Intro to AI STRIPS Planning & Applications in Video-games Lecture5-Part1Stavros Vassos
This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
UX STRAT Online 2021 Presentation by Jessa Parette, Capital OneUX STRAT
These slides are for the following session presented at the UX STRAT Online 2021 Conference:
"How to Measure Design Quality"
Jessa Parette
Capital One: Head of Design - Strategy, Research & Systems
There are a lot of articles about games. Most of these are about particular aspects of a game like rendering or physics. All engines, however, have a binding structure that ties all aspects of the game together. Usually there is a base class (Object, Actor or Entity are common names) that all objects in the game derive from, but very little is written on the subject. Only very recently a couple of talks on game|tech have briefly touched on the subject. Still, choosing a structure to build your game on is very important. The end user might not “see” the difference between a good and a bad structure, but this choice will affect many aspects of the development process. A good structure will reduce risk and increase the efficiency of the team.
With Shader Graph in Unity 2018, creating powerful and beautiful shaders has never been easier. But with great power, comes great responsibility. This intermediate-level session will explore best practices for rendering performance and shader creation workflow. We'll cover what happens under the hood, share tips to avoid common pitfalls, and highlight what to look for as Shader Graph readies for prime-time release in the near future.
Charles Sanglimsuwan - Unity Technologies
GTC 2014 - DirectX 11 Rendering and NVIDIA GameWorks in Batman: Arkham OriginsColin Barré-Brisebois
An extended version from the GDC14 "Deformable Snow Rendering in Batman: Arkham Origins" talk. This talk focuses on several DirectX 11 features developed/integrated in collaboration with NVIDIA. Tessellation and how the integration NVIDIA GameWorks with features such as physically-based particles with PhysX, particle fields with Turbulence, HBAO+, and bokeh DOF is also presented. Other improvements are also showcased: Reoriented Normal Mapping and chroma subsampling pipeline improvements.
SLIDES WITH NOTES: http://bitly.com/rej-practical-ai
This talk is an introductory material for students and programmers aspiring for developing AI for games.
Talk is split into 2 parts - first part provides an overview on popular AI approaches in games and second part gives an outlook on technology that might be relevant for games AI in the future.
I gave this talk at Vilnius University as a guest speaker in the late October 2016.
This talk will present a novel technique for the rendering of surfaces covered with fallen deformable snow featured in Batman: Arkham Origins. Scalable from current generation consoles to high-end PCs, as well as next-generation consoles, the technique allows for visually convincing and organically interactive deformable snow surfaces everywhere characters can stand/walk/fight/fall, is extremely fast, has a low memory footprint, and can be used extensively in an open world game. We will explain how this technique is novel in its approach of acquiring arbitrary deformation, as well as present all the details required for implementation. Moreover, we will share the results of our collaboration with NVIDIA, and how it allowed us to bring this technique to the next level on PC using DirectX 11 tessellation.
Bridging Between CAD & GIS: 8 Ways to Automate Data IntegrationSafe Software
Converting between CAD and GIS is a common requirement for projects involving infrastructure, buildings, city plans, and more. Unfortunately, the workflow presents many challenges, like translating geometry, attributes, annotations, symbology, geolocation, and other elements.
So how do you allow data to flow freely between these disparate data types, without losing the precision offered by CAD and the spatial context offered by GIS?
This webinar will explore the power of automated data integration workflows for CAD and GIS.
First, we’ll discuss challenges and scenarios for CAD-to-GIS translations, and demo how to use FME to power a digital plan submission portal that validates CAD data and integrates it into the central GIS repository. Next, we’ll discuss challenges and scenarios for GIS-to-CAD conversions, and demo how to build an automated FME workflow for requesting CAD data from GIS.
At the end of the webinar, you'll know how to achieve harmony between CAD & GIS by automating its integration.
10 Atlassian Tool Hacks to Improve Team CultureAtlassian
Your team is already running along with JIRA, Confluence, or HipChat enabling you to deliver awesome projects. But can they help you with team culture? How can you use the tools your team already has in place to cultivate an innovative and open culture?
This talk will cover different ways to use JIRA and Confluence to hack your team culture. We will give you tips on how to use Atlassian to make large organizations feel like small teams, build and maintain an innovative culture, and inject some fun and humor into your team - making your workplace feel a bit more enjoyable!
Sherif Mansour, Principal Product Manager, Atlassian
Leszek Szczepański, Gameplay programmer, Guerrilla Games
Horizon Zero Dawn was a long, almost 7-year project. But it had to start somewhere. This session will discuss the road Guerrilla Games has traveled during the prototyping stage of Horizon Zero Dawn.
Building Information Modelling is changing the way the engineering, architecture and construction industry is operating.
The availability of BIM models provide a very rich source of data but due to the use of specific data models and standards integrating this data with GIS introduces challenges.
In this presentation we introduce BIM and the major differences with GIS, we give an overview of the standards in the BIM end Geo domain, introduce the major open source BIM tools and demonstrate the integration of BIM models in a GIS environment.
Talk from SIGGRAPH 2010 and the <a />Beyond Programmable Shading course</a>
Also see <a />publications.dice.se</a> for more material and other DICE talks.
Integrating BIM & GIS - Closing the Data Loop, September 2019Esri Ireland
The integration of BIM and GIS enables users to unlock the value in diverse data sets to enable applications including citizen engagement, sustainability analysis, disaster preparedness and much more operational and management uses. Esri Ireland and Pentagon Solutions are partnering to showcase the power of the BIM and GIS integration at a series of events, the first ones which took place in Dublin and Belfast from September 24th - 25th 2019.
This first of a kind collaboration demonstrated the workflows between ArcGIS and BIM technology for planning, design and asset ownership of digital projects. Both Esri Ireland and Pentagon Solutions believe that the integration of these game changing technologies, will prove beneficial for many.
If this is an area that is of interest to you or your organisation, you can get in touch with us via mapsmakesense@esri-ireland.ie.
Intro to AI STRIPS Planning & Applications in Video-games Lecture4-Part1Stavros Vassos
This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
Intro to AI STRIPS Planning & Applications in Video-games Lecture4-Part2Stavros Vassos
This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
GTC 2014 - DirectX 11 Rendering and NVIDIA GameWorks in Batman: Arkham OriginsColin Barré-Brisebois
An extended version from the GDC14 "Deformable Snow Rendering in Batman: Arkham Origins" talk. This talk focuses on several DirectX 11 features developed/integrated in collaboration with NVIDIA. Tessellation and how the integration NVIDIA GameWorks with features such as physically-based particles with PhysX, particle fields with Turbulence, HBAO+, and bokeh DOF is also presented. Other improvements are also showcased: Reoriented Normal Mapping and chroma subsampling pipeline improvements.
SLIDES WITH NOTES: http://bitly.com/rej-practical-ai
This talk is an introductory material for students and programmers aspiring for developing AI for games.
Talk is split into 2 parts - first part provides an overview on popular AI approaches in games and second part gives an outlook on technology that might be relevant for games AI in the future.
I gave this talk at Vilnius University as a guest speaker in the late October 2016.
This talk will present a novel technique for the rendering of surfaces covered with fallen deformable snow featured in Batman: Arkham Origins. Scalable from current generation consoles to high-end PCs, as well as next-generation consoles, the technique allows for visually convincing and organically interactive deformable snow surfaces everywhere characters can stand/walk/fight/fall, is extremely fast, has a low memory footprint, and can be used extensively in an open world game. We will explain how this technique is novel in its approach of acquiring arbitrary deformation, as well as present all the details required for implementation. Moreover, we will share the results of our collaboration with NVIDIA, and how it allowed us to bring this technique to the next level on PC using DirectX 11 tessellation.
Bridging Between CAD & GIS: 8 Ways to Automate Data IntegrationSafe Software
Converting between CAD and GIS is a common requirement for projects involving infrastructure, buildings, city plans, and more. Unfortunately, the workflow presents many challenges, like translating geometry, attributes, annotations, symbology, geolocation, and other elements.
So how do you allow data to flow freely between these disparate data types, without losing the precision offered by CAD and the spatial context offered by GIS?
This webinar will explore the power of automated data integration workflows for CAD and GIS.
First, we’ll discuss challenges and scenarios for CAD-to-GIS translations, and demo how to use FME to power a digital plan submission portal that validates CAD data and integrates it into the central GIS repository. Next, we’ll discuss challenges and scenarios for GIS-to-CAD conversions, and demo how to build an automated FME workflow for requesting CAD data from GIS.
At the end of the webinar, you'll know how to achieve harmony between CAD & GIS by automating its integration.
10 Atlassian Tool Hacks to Improve Team CultureAtlassian
Your team is already running along with JIRA, Confluence, or HipChat enabling you to deliver awesome projects. But can they help you with team culture? How can you use the tools your team already has in place to cultivate an innovative and open culture?
This talk will cover different ways to use JIRA and Confluence to hack your team culture. We will give you tips on how to use Atlassian to make large organizations feel like small teams, build and maintain an innovative culture, and inject some fun and humor into your team - making your workplace feel a bit more enjoyable!
Sherif Mansour, Principal Product Manager, Atlassian
Leszek Szczepański, Gameplay programmer, Guerrilla Games
Horizon Zero Dawn was a long, almost 7-year project. But it had to start somewhere. This session will discuss the road Guerrilla Games has traveled during the prototyping stage of Horizon Zero Dawn.
Building Information Modelling is changing the way the engineering, architecture and construction industry is operating.
The availability of BIM models provide a very rich source of data but due to the use of specific data models and standards integrating this data with GIS introduces challenges.
In this presentation we introduce BIM and the major differences with GIS, we give an overview of the standards in the BIM end Geo domain, introduce the major open source BIM tools and demonstrate the integration of BIM models in a GIS environment.
Talk from SIGGRAPH 2010 and the <a />Beyond Programmable Shading course</a>
Also see <a />publications.dice.se</a> for more material and other DICE talks.
Integrating BIM & GIS - Closing the Data Loop, September 2019Esri Ireland
The integration of BIM and GIS enables users to unlock the value in diverse data sets to enable applications including citizen engagement, sustainability analysis, disaster preparedness and much more operational and management uses. Esri Ireland and Pentagon Solutions are partnering to showcase the power of the BIM and GIS integration at a series of events, the first ones which took place in Dublin and Belfast from September 24th - 25th 2019.
This first of a kind collaboration demonstrated the workflows between ArcGIS and BIM technology for planning, design and asset ownership of digital projects. Both Esri Ireland and Pentagon Solutions believe that the integration of these game changing technologies, will prove beneficial for many.
If this is an area that is of interest to you or your organisation, you can get in touch with us via mapsmakesense@esri-ireland.ie.
Intro to AI STRIPS Planning & Applications in Video-games Lecture4-Part1Stavros Vassos
This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
Intro to AI STRIPS Planning & Applications in Video-games Lecture4-Part2Stavros Vassos
This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
Intro to AI STRIPS Planning & Applications in Video-games Lecture3-Part1Stavros Vassos
This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
Intro to AI STRIPS Planning & Applications in Video-games Lecture2-Part2Stavros Vassos
This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
Intro to AI STRIPS Planning & Applications in Video-games Lecture1-Part2Stavros Vassos
This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
These slides are part of a course about interactive objects in games. The lectures cover some of the most widely used methodologies that allow smart objects and non-player characters (NPCs) to exhibit autonomy and flexible behavior through various forms of decision making, including techniques for pathfinding, reactive behavior through automata and processes, and goal-oriented action planning. More information can be found here: http://tinyurl.com/sv-intobj-2013
Intro to AI STRIPS Planning & Applications in Video-games Lecture1-Part1Stavros Vassos
This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
Intro to AI STRIPS Planning & Applications in Video-games Lecture6-Part1Stavros Vassos
This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
Tracxn Research - Chatbots Landscape, February 2017Tracxn
Deal volume and total dollars invested in the chatbots landscape rose by 108% and 129% respectively in 2016, with 192 chatbot startups setting up shop in 2016.
Graph Analytics - From the Whiteboard to Your Toolbox - Sam LermaPyData
However, the the graph theory jargon can make graph analytics seem more intimidating for self-study than is necessary. In this talk, the audience will be exposed to some of the basic concepts of graph theory (no prerequisite math knowledge needed!) and a few of the Python tools available for graph analysis.
PATH FINDING SOLUTIONS FOR GRID BASED GRAPHacijjournal
Any path finding will work as long as there are no obstacles on distractions along the way. A genetic A*
algorithm has been used for more advanced environments in graph. Implementation of the path finding
algorithm for grid based graph with or without obstacles.
International Journal of Engineering Inventions (IJEI) provides a multidisciplinary passage for researchers, managers, professionals, practitioners and students around the globe to publish high quality, peer-reviewed articles on all theoretical and empirical aspects of Engineering and Science.
Path Finding Solutions For Grid Based Graphacijjournal
Any path finding will work as long as there are no obstacles on distractions along the way. A genetic A*
algorithm has been used for more advanced environments in graph. Implementation of the path finding
algorithm for grid based graph with or without obstacles.
Design and Implementation of Mobile Map Application for Finding Shortest Dire...Eswar Publications
The shortest path problem is an approach towards finding the shortest and quickest path or route from a starting point to a final destination, four major algorithms are peculiar to solving the shortest path problem. The algorithms include Dijkstra’s Algorithm, Floyd-Warshall Algorithm, Bellman-Ford Algorithm and Alternative Path Algorithm. This research work is focused on the design of mobile map application for finding the shortest
route from one location to another within Yaba College of Technology and its environ. The design was focused on
Dijkstra’s algorithm that source node as a first permanent node, and assign it 0 cost and check all neighbor nodes
from the previous permanent node and calculate the cumulative cost of each neighbor nodes and make them
temporary, then chooses the node with the smallest cumulative cost, and make it as a permanent node. The different nodes that lead to a particular destination were identified, the distance and time from a source to a destination is calculated using the Google map. The application then recommends the shortest and quickest route to the destination.
This tutorial will provide you with a basic understanding of graph database technology and the ability to quickly begin development of a graph database application. You will have the capability to recognize graph-based problems and present the benefits of using graph technology for problem resolution.
The tutorial will give you an understanding of:
• Graph theory - origins and concepts
• Benefits of graph databases
• Different types of graph databases
• Typical graph database API
• Programming basics
• Use cases
Bring your laptops for a hands-on opportunity to practice some sample codes. A basic understanding of Java programming is a recommended prerequisite to understand this course. This session is led by the InfiniteGraph technical team and the demonstration code will be drawn from InfiniteGraph examples, however the broader educational presentation is product-neutral and not a commercial presentation of their products.
To participate in the hands-on portion of the graph tutorial users must have:
• Java programming experience
• Java Developer Kit (JDK)
• Current InfiniteGraph installed on laptop. (To download visit www.objectivity.com/infinitegraph)
• HelloGraph test – Upon installing IG, run HelloGraph to test the install. (HelloGraph can be found online at http://wiki.infinitegraph.com/2.1/w/index.php?title=Download_Sample_Code)
Leon Guzenda was one of the founding members of Objectivity in 1988 and one of the original architects of Objectivity/DB. He currently works with Objectivity's major customers to help them effectively develop and deploy complex applications and systems that use the industry's highest-performing, most reliable DBMS technology, Objectivity/DB. He also liaises with technology partners and industry groups to help ensure that Objectivity/DB remains at the forefront of database and distributed computing technology. Leon has more than 35 years experience in the software industry. At Automation Technology Products, he managed the development of the ODBMS for the Cimplex solid modeling and numerical control system. Before that, he was Principal Project Director for International Computers Ltd. in the United Kingdom, delivering major projects for NATO and leading multinationals. He was also design and development manager for ICL's 2900 IDMS product. He spent the first 7 years of his career working in defense and government systems. Leon has a B.S. degree in Electronic Engineering from the University of Wales.
Standard A-A' topographic profiles are widely used in the geosciences to construct cross sections and investigate surficial processes. However, simple line profiles fail to capture the wider topographic regime. Here, I present a workflow to calculate a swath profile in GRASS GIS. The basic premise is, a swath profile "looks off to the side" along each step in a standard profile line, and calculates min/mean/max elevation, hence producing a statistically-relevant 2-d approximation of topography.
You can find more gis-based geomorphology workflows at my website: https://sites.google.com/site/sorsbysj/
- Skyler Sorsby
Social networks are not new, even though websites like Facebook and Twitter might make you want to believe they are; and trust me- I’m not talking about Myspace! Social networks are extremely interesting models for human behavior, whose study dates back to the early twentieth century. However, because of those websites, data scientists have access to much more data than the anthropologists who studied the networks of tribes!
Because networks take a relationship-centered view of the world, the data structures that we will analyze model real world behaviors and community. Through a suite of algorithms derived from mathematical Graph theory we are able to compute and predict behavior of individuals and communities through these types of analyses. Clearly this has a number of practical applications from recommendation to law enforcement to election prediction, and more.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
1. INTERACTIVE OBJECTS IN
GAMING APPLICATIONS
Basic principles and practical scenarios in Unity
June 2013Stavros Vassos Sapienza University of Rome, DIAG, Italy vassos@dis.uniroma1.it
2. Interactive objects in games
2
Pathfinding
Part 1: A* heuristic search on a grid
Part 2: Examples in Unity
Part 3: Beyond the basics
Action-based decision making
AI Architectures
3. Pathfinding: Beyond the basics
3
Many neat tricks for efficient/nice pathfinding
Alternative game-world representations
Beyond A*
Better heuristics
4. Pathfinding: Beyond the basics
4
Many neat tricks for efficient/nice pathfinding
Alternative game-world representations
Beyond A*
Better heuristics
5. Pathfinding: From grids to graphs
5
A* works the same in a graph as in a grid
Graphs nodes correspond to points in the 2D/3D space
We can still use the same heuristics
Manhattan, Chebyshev, Euclidean
6. Pathfinding: From grids to graphs
6
A* works the same in a graph as in a grid
Graphs nodes correspond to points in the 2D/3D space
We can still use the same heuristics
Manhattan, Chebyshev, Euclidean
But we need to
generate these
graphs in an
automated way!
7. Pathfinding: From grids to graphs
7
Many types of graphs have been studied in video-
games as well as in robotics
Waypoint graphs
Circle-based waypoint graphs
Visibility graphs
Navigation mesh graphs
Probabilistic road maps
…
8. Pathfinding: From grids to graphs
8
Many types of graphs have been studied in video-
games as well as in robotics
Waypoint graphs
Circle-based waypoint graphs
Visibility graphs
Navigation mesh graphs
Probabilistic road maps
…
Nice description on Amit’s A* pages, next
9. Pathfinding: From grids to graphs
9
Visibility graph
Connected obstacle corners
Navmesh graph
Connected walkable areas
10. Pathfinding: From grids to graphs
10
Visibility graph
Connected obstacle corners
Navmesh graph
Connected walkable areas
Visibility graph:
Often contains too
many edges
11. Pathfinding: From grids to graphs
11
Visibility graph
Connected obstacle corners
Navmesh graph
Connected walkable areas
Navmesh graph:
Several ways to
map to a graph
12. Pathfinding: Navmesh graphs
12
Navmesh graph
Area decomposed in polygons
One or more graph nodes per polygon
Polygon center movement
One node at the
center of each polygon
Nodes connected if
they are in adjacent
polygons
13. Pathfinding: Navmesh graphs
13
Navmesh graph
Area decomposed in polygons
One or more graph nodes per polygon
Polygon edge movement
One graph node at the
center of each edge
between adjacent
polygons
Don’t have to go to the
center of a polygon
14. Pathfinding: Navmesh graphs
14
Navmesh graph
Area decomposed in polygons
One or more graph nodes per polygon
Polygon vertex movement
Graph nodes and edges
at each as the polygons
Helpful for moving
around an obstacle,
following its edges
15. Pathfinding: Navmesh graphs
15
Navmesh graph
Area decomposed in polygons
One or more graph nodes per polygon
Pick your own hybrid
combination!
Here: graph nodes both
at nodes of polygons
and the middle
of edges of polygons
16. Pathfinding: Navmesh graphs
16
Navmesh graph
Widely used in video games!
Supported natively in Unity Pro after version 4
A lot of passionate supporters :)
17. Pathfinding: Navmesh graphs
17
“Fixing pathfinding once and forall” by Paul Tozour
(2008) at www.ai-blog.net
Pathfinding on waypoint graphs vs navmesh graphs
1. Some graphs require too many waypoints
18. Pathfinding: Navmesh graphs
18
“Fixing pathfinding once and forall” by Paul Tozour
(2008) at www.ai-blog.net
Pathfinding on waypoint graphs vs navmesh graphs
2. More difficult to make “smooth” realistic paths
19. Pathfinding: Navmesh graphs
19
“Fixing pathfinding once and forall” by Paul Tozour
(2008) at www.ai-blog.net
Pathfinding on waypoint graphs vs navmesh graphs
3. More difficult to handle dynamic obstacle avoidance
20. Pathfinding: Navmesh graphs
20
“Fixing pathfinding once and forall” by Paul Tozour
(2008) at www.ai-blog.net
Pathfinding on waypoint graphs vs navmesh graphs
Other interesting observations in the article
21. Pathfinding: Beyond the basics
21
Many neat tricks for efficient/nice pathfinding
Alternative game-world representations
Beyond A*
Better heuristics
22. Pathfinding: Beyond A*
22
Incremental versions of A*
Real-time/Any-time versions of A*
Hierarchical versions of A*
Any-angle pathfinding
Diverse character pathfinding
Cooperative pathfinding
23. Pathfinding: Beyond A*
23
Incremental versions of A*
Real-time/Any-time versions of A*
Hierarchical versions of A*
Any-angle pathfinding
Diverse character pathfinding
Cooperative pathfinding
Nice article by Alex Nash at AiGameDev.com, next
24. Pathfinding: Beyond A*
24
Any-angle pathfinding
Theta*
Combining visibility graphs and the power of A* on grids
Simple extension based on A*
Here: 8-connected nodes at the corners of each cell
27. Pathfinding: Beyond A*
27
Finding better/nicer paths vs post-processing paths
Manhattan distance
heuristic
Chebyshev distance
heuristic
Slower, but easier
to improve
Faster, but more
difficult to improve
28. Pathfinding: Beyond A*
28
Any-angle pathfinding with Theta*
Very similar to A*
Search from the start node
Open list of nodes to visit
Closed list of visited nodes
Expand a node by looking
into neighbors
Compute and store f(s’) for each of the neighbors of
expanded node s: f(s’) = g(s’) + h(s’)
29. Pathfinding: Beyond A*
29
Any-angle pathfinding with Theta*
Very similar to A*
Search from the start node
Open list of nodes to visit
Closed list of visited nodes
Expand a node by looking
into neighbors
Compute and store f(s’) for each of the neighbors of
expanded node s: f(s’) = g(s’) + h(s’)
But, do a trick in computing g(s’) and the parent of s’!
30. Pathfinding: Beyond A*
30
Any-angle pathfinding with Theta*
Expand node s
Look into neighbors of s, e.g., node s’
Consider two cases when computing g(s’)
31. Pathfinding: Beyond A*
31
Any-angle pathfinding with Theta*
Expand node s
Look into neighbors of s, e.g., node s’
Consider two cases when computing g(s’)
Option 1: g(s’) = g(s) + c(s,s’)
32. Pathfinding: Beyond A*
32
Any-angle pathfinding with Theta*
Expand node s
Look into neighbors of s, e.g., node s’
Consider two cases when computing g(s’)
Option 1: g(s’) = g(s) + c(s,s’)
Option 2: g(s’) = g(p) + c(p,s’),
where p is the parent of s!
33. Pathfinding: Beyond A*
33
Any-angle pathfinding with Theta*
Expand node s
Look into neighbors of s, e.g., node s’
Consider two cases when computing g(s’)
Option 1: g(s’) = g(s) + c(s,s’)
Option 2: g(s’) = g(p) + c(p,s’),
where p is the parent of s!
If the Option 2 is better also
update the parent!
34. Pathfinding: Beyond A*
34
Any-angle pathfinding with Theta*
Essentially remove unnecessary grid-like steps, using
visibility information
Simplifying and smoothing as you go!
35. Pathfinding: Beyond A*
35
Any-angle pathfinding with Theta*
Essentially remove unnecessary grid-like steps, using
visibility information
Simplifying and smoothing as you go!
36. Pathfinding: Beyond A*
36
Incremental versions of A*
Real-time/Any-time versions of A*
Hierarchical versions of A*
Any-angle pathfinding
Diverse character pathfinding
Cooperative pathfinding
Nice resources available!
37. Pathfinding: beyond A*
37
AAAI 2008 tutorial on path planning
Part 1: Advances in Path Planning by Sven Koenig
http://webdocs.cs.ualberta.ca/~nathanst/aaai_tut1.pdf
Any-angle pathfinding
Field D*, Theta*
Incremental versions of A*
FSA*, AA*, LPA*, MTAA*, D*Lite
Real-time versions of A*
LRTA*, RTAA*
38. Pathfinding: beyond A*
38
AAAI 2008 tutorial on path planning
Part 2: Abstraction in Pathfinding by Nathan Sturtevant
http://webdocs.cs.ualberta.ca/~nathanst/aaai_tut2.pdf
http://webdocs.cs.ualberta.ca/~nathanst/pathfinding.html
Abstraction for minimizing memory
Used in BioWare’s Dragon Age
Generalized Cooperative pathfinding
CA*, WHCA*, PRA*, CPRA*
39. Pathfinding: beyond A*
39
Beyond A*: Speeding up pathfinding through
hierarchical abstraction by Daniel Harabor
http://harablog.files.wordpress.com/2009/06/beyonda
star.pdf
Hierarchical pathfinding
HPA*
Dealing with diversity
HAA*
Beyond grids
Probabilistic
Road Maps
40. Pathfinding: beyond A*
40
AAAI 2008 tutorial on path planning
Part 3: Map Representations & Geometric Path Planning
by Michael Buro
http://webdocs.cs.ualberta.ca/
~nathanst/aaai_tut3.pdf
Polygon-based
Free space decompositions
TA*: Triangulation A*
TRA*: Triangulation reductions A*
41. Pathfinding: Beyond the basics
41
Many neat tricks for efficient/nice pathfinding
Alternative game-world representations
Beyond A*
Better heuristics
42. Pathfinding: Better heuristics
42
True distance memory based heuristics (TDHs)
Main idea based on precomputing useful information
Store true distance between selected pairs of nodes
Use these to calculate admissible estimates for any pair
Different variations
How to chose the initial pairs to pre-compute
How to calculate heuristic values from pre-computed
pairs
Recent IJCAI-09 paper and SOCS-10 paper
43. Pathfinding: Better heuristics
43
Differential heuristic
Pick a set of “canonical” nodes
Compute true distance between every node and the
canonical nodes
For dist(a,b) look into all canonical nodes c and take as
estimate the max value of |dist(a,c)-dist(b,c)|
44. Pathfinding: Better heuristics
44
Differential heuristic
Pick a set of “canonical” nodes
Compute true distance between every node and the
canonical nodes
For dist(a,b) look into all canonical nodes c and take as
estimate the max value of |dist(a,c)-dist(b,c)|
Admissible!
Intuition: think of just one canonical state c
dist(a,b)+dist(b,c) has to be greater or equal than dist(a,c)
otherwise this would have been stored as a shorter route
The max out of many canonical states is a better lowerbound
a b
c
45. Pathfinding: Better heuristics
45
Canonical heuristic
Pick a set of “canonical” nodes
Compute true distance between the canonical nodes
Compute true distance between every node and the m
closest canonical nodes
For dist(a,b) look into all pairs of m canonical nodes c1
close to a and m canonical nodes c2 close to b, and
take as estimate the max value of
|dist(c1,c2) - dist(a,c1) - dist(b,c2)|
46. Pathfinding: Better heuristics
46
Border heuristic and portal-based heuristic
Domain is partitioned in regions
Borders between regions
Portals connect regions
Store true distance
between pairs of portals
Portal-based search
that breaks pathfinding
into sub-problems
47. Pathfinding: Compress Path Databases
47
Another neat idea in a recent AIIDE-11 paper
Ultra-Fast Optimal Pathfinding without Runtime Search
48. Pathfinding: Compress Path Databases
48
Another neat idea in a recent AIIDE-11 paper
Ultra-Fast Optimal Pathfinding without Runtime Search
Pre-computing and store all paths!
Compress Path Databases that bring the data to
manageable size
Compared to A* runtime speedup reaches two orders
of magnitude
It has been tested over maps of Baldur’s Gate
49. Pathfinding: Compress Path Databases
49
“Path coherence”
The shortest paths from a current node to any target in
a remote area share a common first move
Think of going from Rome to a destination in any city in
western Europe
Most probably all shortest paths from a specific
starting point to any of these destinations have to pass
through some fixed landmarks, e.g., a major intersection
CPDs store this information for every node in the graph
50. Pathfinding: Compress Path Databases
50
CPDs compress this information for every node in
the graph using boxes of destinations that can be
“directed” in the same way
1. Starting from here
2. Going to here
51. Pathfinding: Compress Path Databases
51
CPDs compress this information for every node in
the graph using boxes of destinations that can be
“directed” in the same way
1. Starting from here
2. Going to here
3. You need to go NE!
52. Pathfinding: Compress Path Databases
52
CPDs compress this information for every node in
the graph using boxes of destinations that can be
“directed” in the same way
One starting node
For all possible destinations
Compute the next move that you
needs to be performed
Make this map
Store it by compressing
regions