Dynamic Difficulty Adjustment in a Whac-A-Mole like Game

Size: px
Start display at page:

Download "Dynamic Difficulty Adjustment in a Whac-A-Mole like Game"

Transcription

1 Dynamic Difficuly Adjusmen in a Whac-A-Mole like Game Bruno E. R. Garcia and Marcio K. Crocomo Deparmen of Informaics IFSP - PRC Piracicaba, SP, Brazil brunoely.gc@gmail.com, marciokc@ifsp.edu.br Kleber O. Andrade Deparmen of Informaics FATEC - AM Americana, SP, Brazil kleber.andrade@faec.sp.gov.br Absrac Based on he Evoluionary Algorihm (EA) proposed by [1], his paper presens a new EA version wih dynamic difficuly adjusmen for a Whac-a-Mole like game used in moor rehabiliaion of hand. This new version considers user performance as inpu and generaes he posiion and ime ha he arge will say on screen. In order o simulae differen users needs, a variey of player profiles were creaed wih diverse horizonal movemen speed (ulnar deviaion/radial deviaion of he hand) and verical movemen speed (supinaion/pronaion of hand), as well as disincive player aenion deficis (response ime o he appariion of he arges). The resuls show ha he developed EA can adjus he difficuly facors of he game according o he skill se of each profile. Keywords-Human-Compuer Ineracive; Serious Games for Rehabiliaion; Arificial Inelligence; Evoluionary Algorihm; Dynamic Difficuly Adjusmen. I. INTRODUCTION In he pas years, he game indusry has been profiing more han he movie indusry [], [3]. To keep his posiion, hey are reinvening heir ideas and echniques [4]. Nowadays, researchers are invesing effors in improving he performance, movemens, and sraegies of he games [5]. The game indusry is using a lo of AI echniques like: Fuzzy [6], Decision Trees [7], Arificial Neural Neworks [8], [9], Q-Learning [10] and ohers. All of hese echniques have been used o improve he qualiy of he games and he resuls of hese applicaions are posiives in general [5]. One of he challenges of he game indusry is o keep players ineresed while playing [1], [11]. For his purpose, he difficuly adapaion in a game is very imporan. In order o keep he player ineresed, we can le him ge neiher frusraed or bored during gameplay. So, i is imporan o keep he player in balance beween he difficuly of he game and his skill. One way of represening his balance is hrough he Flow Channel [1], [13]. Flow channel is defined as he sae of he mind ha keeps a person focused on an aciviy [1]. The adapaion of he game challenge based on he player skill level can keep he player in he flow channel. The imporance of he Dynamic Difficuly Adjusmen (DDA) increases in rehabiliaion games because we don jus have o adjus he difficuly o keep he player ineresed in he game while playing, we also have o adjus i o keep he player in his limis since exploring he limis of he player is he bes way o his rehabiliaion [14], [15]. So, if he game is aracive and explores he player s skill, he player rehabiliaion ends o be very posiive. I is imporan o noe ha a number of facors may inerfere wih a game s difficuly, such as he game s response ime, or he player s required moor skill. In games aimed a rehabiliaion, i becomes imporan o consider hese facors separaely. As an example, a player who has a moor limiaion may be frusraed if he game requires a high moor coordinaion capaciy bu allows a long response ime. On he oher hand, if he game requires a quick response ime, bu low moor coordinaion, he same player may become frusraed. In his paper, we represen hese difficuly facors of a game as chromosomes parameers, o be dynamically adjused by an Evoluionary Algorihm (EA). In doing so, we are able o adap he game difficuly for differen kind of simulaed players. The objecive of his research is no only o verify if our EA can adap he difficuly level of he game according o simulaed players skill level, bu, more specifically, o verify if he difficuly facors of he adaped game correcly corresponds o he se of skills of he simulaed player profiles used in our experimens. The res of he paper is srucured as follows. In Secion II we discuss relaed work in games wih dynamic difficuly adjusmen. In secion III we presen he seleced game and he creaed virual players used in he experimens. In Secion IV we explain he EA approach used o dynamically adjus he game difficuly. Secion V presens he resuls. Finally, Secion VI presens he conclusion and ideas for fuure work. II. RELATED WORKS Alhough players migh enjoy unpredicabiliy or novely during gameplay experiences, he DDA will only be effecive if i does no disrup or degrade he player experience [16]. For his purpose, he algorihm responsible for he DDA should be able o adap he game difficuly based on he player experience. In [17], he researchers developed Evoluionary Fuzzy Cogniive Maps o adjus gameplay parameers in real-ime according o he curren player skill XVII SBGames Foz do Iguaçu PR Brazil, Ocober 9h November 1s,

2 level. In a differen research [18], he game difficuly was dynamically adjused considering he emoional sae of he player, using as inpu for he game balance he over behavior and physiological responses of he player. Games wih Evoluionary Algorihm (EA) are he subjec of many sudies [1], [11], [19]. I is common using EA o Procedural Generaion of Conen (PGC) [0], Dynamic Difficuly Adjusmen (DDA) [1] and ohers. In he case of PGC, he conen generaion ends o be complex and cosly, however, EA has been used o dynamically generae conens like maps, visual ars and narraives based on player experience [0]. In oher sudy, EA was used o game sraegy learning. The auhor creaed a heory-inspired game and implemened an EA o generae sraegies based on playsyles [19]. In [1] he auhors propose he DDA based on an Evoluionary Algorihm (EA). The game proposed by hem is called The Cacher (Figure 1), and has been used for rehabiliaion of paiens wih moor deficis. In his game, he player mus conrol he horizonal posiion of a squirrel (he main characer of he game) and, in doing so, reach he arges (nus) ha fall verically on he screen. So, he player has o worry abou moving he conroller in only one dimension. ha has been used in rehabiliaion [1]. This game is similar o he game proposed in [1] bu he difference is ha Whac- A-Mole has a wo-dimensional gameplay, since he player can use he conroller o move horizonally and verically. So, adapaions are required in EA proposed in ha work. Besides ha, observing he resuls we aim o verify he game behavior for each differen profile (Secion V-C). III. METHODS AND MATERIALS This secion presens he mehods and maerials used o perform he game simulaor (Secion III-A) and he player simulaor (Secion III-B). A. The Game Simulaor This secion presens he proposed Wack-a-Mole simulaor, which has been developed in C language. In his ype of game, he player s goal is o conrol he image of a hammer on he screen so i can reach he arges ha appears in random posiions before hey disappear, as illusraed by Figure. Figure. Screensho of a Whac-A-Mole (5 5) ype game creaed in Uniy 3D, bu simulaed in C language. Figure 1. Screensho of he game The Cacher [1] The game difficuly is based on he iniial disance o he arge and he reacion speed, so, he chromosome defined by hem has genes (disance o he arge d and speed of he arge v). The finess of a chromosome is calculaed by he following equaion: F = K d d + K v v K ɛ ɛ. (1) where, K d, K v and K ɛ are coefficiens ha se he impac of all he erms of he equaion. d and v reflec he game disance and velociy, ɛ represens how far from he arge horizonal posiion he player is when he round ends. However, in his paper we adap he proposed EA in [1] for a Whac-A-Mole ype game, which is also a ype of game Four consans are imporan o explain he game: W,H,C and R. W and H represens, respecively, he widh and heigh of he screen in pixels. C represens he number of columns and R represens he number of rows on he screen, relaive o he screen division ha delimis he regions where he arges can appear. To beer undersand i, considering he example in Figure, he respecive game would have 5 columns and 5 rows (C = 5 and R = 5). The simulaor also uses variables: p x and p y, ha represens he player (hammer) posiion on he screen (respecively he coordinaes, in pixels, being p x he hammer posiion horizonally and p y he hammer posiion verically. A he beginning of he game, he hammer is placed a he cener of he screen [ W, ] H. Then, a arge appears a a disance from he hammer given by and (respecively, he disance on he x-axis and on he y-axis) and says on he screen for seconds before i disappears. Noe ha, XVII SBGames Foz do Iguaçu PR Brazil, Ocober 9h November 1s,

3 and are values ha define how difficul i is for he player o reach he arge and, for his reason, hey are he ones ha mus be adaped according o he player skill level, as explained in Secion IV. We limi he maximum disance from he player ha he arge can appear on he screen by he half of screen widh and heigh, because, supposing he player is a he cener of he screen, he maximum disance ha he arge may appear from he player is half he screen. Any disance greaer han ha would exceed he screen limi and he value of he chromosome would no represen he real difficuly of he mach. Because of ha, o define he arge posiion we creaed wo variables g x and g y. Firs of all, o calculae he value of hem we defined variables o indicae he arge direcion (λ x and λ y ) will appear from he player, boh of hem have only wo values: 1 or -1. In he case of λ x, -1 indicaes ha he arge is on he lef he player and 1 indicaes ha he arge is on he righ he player. In he case of λ y, -1 indicaes ha he arge is under he player and 1 indicaes ha he arge is above he player, hen, o define he arge posiion we ge he player posiion and depending on he values of λ x and λ y, we subrac or add he value of he respecive disances ha he arge should appear from he player (, in he case of g x and, in he case of g y ). Since he values of and are normalized in he chromosome, we muliply hem by he half of screen size, as is demonsraed on he equaions 3 and 4. To ge he real ime in seconds ha he arge will say on he screen, we defined wo consans MIN and MAX ha represen he minimum and maximum ime, respecively, ha he arge can say on he screen. Afer ha, we creaed a variable g o represen he ime unnormalized, his variable ges he ime from he chromosome and ransforms i o seconds based on MIN and MAX, given by he equaion. g = MIN + ( MAX MIN ) () g x = g y = { px W if λ x = 1 p x + W oherwise { py H if λ y = 1 p y + H oherwise Valid arge posiions are resriced by a screen division given by he recangular areas shown in Figure. Having he hammer posiion and is disance o he arge, we deermine he arge posiion by adding he disance values ( and o he hammer coordinaes (p x and p y ) and verifying in which area of he screen he arge is. Then, we adjus he arge posiion, given by x and y, so he arge is locaed a he cener of is curren area. (3) (4) B. Player Simulaors The consans and variables defined in his secion represen he necessary parameers o sar one game mach. When a arge appears on he screen, he player mus hen use he game conroller o move he hammer and ry o reach he arge. In his paper, we use a mehod o dynamically adjus he difficuly of he maches (Secion IV) adaped from he one proposed in [1] and, for esing i, we use simulaion of players. In Secion V-A, we describe 5 differen player profiles ha we creae o simulae differen kinds of skills. Each profile has 3 aribues (v x, v y and r ), v x defines he maximum speed he player can move horizonally, v y defines he maximum speed he player can move verically and r defines he value ha will be subraced from he ime ha he arge will be visible on he screen, allowing he simulaion of players wih aenion defici ha use some of he ime searching for he arge insead of moving he conroller. Equaion 5 shows how he final ime ( f ) is obained, which is used o calculae he player movemen. { g r if g > r f = (5) 0 oherwise Afer ha, we calculae he maximum disance ha player can move he hammer based on is iniial velociy capaciy and he size of he screen, like he following equaion. Then, we use variables x and y o represen he player movemen capaciy. To calculae i, we muliply v x and v y wih he final ime (Equaion 5), as shown by Equaions 6 and 7. x = (v x W ) f (6) y = (v y H) f (7) So, X is he maximum disance ha he player can move he hammer horizonally and y is he maximum disance ha he player can move he hammer verically. Afer we have he value of x and y, we are able o know if he player can reach he arge, because, we ge he arge posiion and calculae in which recangle on he screen he arge is posiioned. Then, we ge he values of x and y and calculae if he player is able o hi ha square, if yes, he algorihm posiions he player a he cener of he square. If he player is no able o hi he arge, we ge he values of λ x and λ y, and based on his previous posiion (p xn 1 and p xn 1 ), we posiion he player as close o he arge as he can, as shown in equaions 8 and 9: p xn = p xn 1 + x λ x (8) p yn = p yn 1 + y λ y (9) XVII SBGames Foz do Iguaçu PR Brazil, Ocober 9h November 1s,

4 IV. THE PROPOSED EVOLUTIONARY ALGORITHM We propose a new version of he EA used in [1] for a differen ype of game. In order o do so, we had o make some adapaions o he EA, based on a Whac-a-Mole like game. Since he purpose of our EA is o adjus he difficuly level of he game, he chromosome srucure we use is composed of 3 values,, and, which are he parameers o be used in one mach, direcly defining is difficuly, as explained in Secion III-A. If he EA can adjus hese values accordingly o a specific player profile, i indicaes ha i can adjus he difficuly level for a specific ype of player. The used populaion has a oal of five chromosomes. The chromosomes in he firs populaion are iniialized randomly wih values varying from 0 o 1 for, and one of he following values: 0, 0.4 or 0.8 for and. The 0.4 gap was chosen so hese values represen, respecively, a disance of zero, one or wo recangles from he hammer posiion. As he arge can appear a a maximum disance from he hammer of half he screen, he 0.4 gap was calculaed as C for, and R for, which resuls in 0.4 for boh, since our game presens R = 5 and C = 5. For variaions of he proposed game, where he arge can appear in differen posiions (differen han he 5 5 scene shown in Figure ), hese values can be easily recalculaed. The finess funcion we use is similar o Equaion 1. I considers hree differen facors ha reflecs: i) he ime ha he arge says on he screen (T, Equaion 10), ii) he disance ha he arge is from he player a he sar of he mach (D, Equaion 11) and iii) he disance ha he player is from he arge a he end of he mach (E, Equaion 1). While T and I are values ha he reflecs he mach difficuly, E measures he player success or failure in he mach. When E = 0, he arge was reached, oherwise, E represens how close o he arge he player could ge. Equaion 13 shows he final finess funcion used in our EA. D = ( T = 1 (10) ) (gx p x0 ) + (g y p y0 ) W + H (11) where p x0 and p y0 are he coordinaes of he hammer a he sar of he mach. ( ) (gx p x1 ) + (g y p y1 ) E = (1) W + H where p x1 and p y1 are he coordinaes of he hammer a he end of he mach.. F = K T + K d D K e E (13) K, K d and K e are coefficiens ha se he weigh of he finess elemens, higher values for K and K d se higher conribuion o he finess score of soluions ha represen maches wih higher difficuly. On he oher hand, higher values for K e resuls in higher values for soluions where he player presens a good performance. To find good values for hese coefficiens, we reproduced he ranking sysem used in [11], as repored in he experimens from Secion V-B. To evaluae all he individuals in our populaion, a mach is execued for each chromosome (oal of five maches), using is values as he mach parameers (line 6 from Algorihm 1. Afer ha, each chromosome is associaed wih a finess value. The chromosome wih a higher finess score is seleced, and a new populaion is formed mainaining he seleced chromosome (eliism) and replacing he oher five wih muaed copies of he seleced individual (asexual reproducion) as done in [11] and [1]. The Muaion operaor used works as follows: For he and parameers, a random value beween 0.4, 0 and 0.4 is added. Once again, he 0.4 gap was calculaed based on our curren 5x5 game scene, and should be recalculaed for variaions of he game as previously explained. Afer he randomly generaed value is added, he parameer is adjused o 0, if i is less han 0, or o 0.8, if i is higher han 0.8 (since 0.8 represens he maximum disance of wo regions where he arge can appear). For he ime gene () we generae a random value beween 0 and 1, afer ha, we define randomly if his value will be posiive or negaive, and add i o he original value. If he resuling ime value is bigger han 1, he algorihm ses he value o 1, and if he resuling value is less han 0, he algorihm ses i o 0. The Algorihm 1 presens he execuion of he game using he virual players and he proposed EA. V. EXPERIMENTS AND RESULTS This secion presens he creaed experimens and resuls from esing he proposed EA difficuly adjusmen in our proposed game simulaor. Secion V-A shows he profile seings used in he experimens. Secion V-B presens experimens conduced for esing he proper implemenaion of he EA and adjusing he coefficiens used in is finess funcion. Secion V-C shows experimens ha verifies if he difficuly presened in our proposed game is consisen wih he abiliy presened by each esed player profile, when using he EA wih he proper adjused coefficiens. Secion V-D presens experimens wih dynamic player profiles, o see if he EA can properly adjus he game difficuly when he player skills are changed during playime. A. Player Profiles Simulaing differen kinds of players is imporan o observe how he EA can adjus he difficuly of our game for players wih differen se of skills. To simulae differen kinds of players we creaed 5 differen players profiles o XVII SBGames Foz do Iguaçu PR Brazil, Ocober 9h November 1s,

5 Algorihm 1 Whac-A-mole simulaion wih EA Inpu: N G 1, N 1, W > 0, H > 0, C W, R H Oupu: h 1: Load curren player profile values: v x, v y and r : Define iniial hammer posiion as p x w and p y h 3: Randomly iniializes he populaion of he EA 4: Iniialize hi couner h 0 5: for i 0 o i < N G sep 1 do 6: for j 0 o j < N sep 1 do 7: Ge he values, and o be used in his mach 8: Calculae g, g x and g y (Equaions, 3 and 4) 9: Calculae f, p xn and p yn (Equaions 5, 8 and 9) 10: if player is able o reach he arge hen 11: Incremen hi couner h h + 1 1: end if 13: Use Equaion 13 o evaluae chromosome 14: end for 15: Selec chromosome wih higher finess 16: Make N copies of he seleced chromosome 17: Apply muaion operaor in N 1 chromosomes 18: Define as he new populaion he se of N chromosomes obained from he wo previous seps 19: end for use wih our player simulaor, explained in Secion III-B. Profile 1 simulaes a player wih good performance o move he conroller horizonally and bad performance o move he mouse verically, profile simulaes a player wih good performance in moving he conroller verically and bad performance in moving he conroller horizonally, profile 3 simulaes a player which really does no have a good performance in moving he conroller in any axis, profile 4 simulaes a player which has a beer performance han profile 3, however, his profile also does no have a good performance in moving he conroller and he has aenion defici and profile 5 simulaes a player wih good performance in moving he conroller in boh ways, bu has aenion defici. All of hese profiles are represened in Table I. B. EA adjusmens TABLE I PLAYER PROFILES USED IN THE EXPERIMENTS Profile v x v y r Our firs experimen aimed o adjus he K, K d and K e coefficiens of our finess funcion so he EA can work properly. For his purpose, he experimens in [11] were repeaed. Firs, we define ha each coefficien may one of he 5 differen values (1,,4,8,16). Since we have 3 coefficiens o adjus, we have a oal of 15 possible combinaions (5 3 ). For each combinaion, we run a sequence of 30 ess for each player profile. Each es consiss in running 30 generaions of he EA using he given coefficien combinaion. Afer ha, we calculae he player profile skill score (Θ), which is he rae of maches in which he player successfully his he arge, calculaed by Equaion 14, and also he game overall difficuly (Ψ), calculaed by Equaion 15. Θ = h N G N (14) where h is he hi couner, calculaed in line 11 of Algorihm 1. i=0 Ψ = 1 N G 1 N G 3 1 N j=0 N + N j=0 C X = C R Y = R XN + N j=0 Y N (15) (16) (17) where, z is he floor funcion, gives he larges ineger less han or equal o z. Using he obained values, we can plo a do like he ones shown in Figure 3. The closes a do is o he diagonal line in he picure he beer, because he mos likely i is ha he game kep he player in he flow channel area, explained in Secion I) (greaer game difficuly for players wih good skill level, and lower game difficuly for players wih lower skill level). However, a good se of coefficiens should be able o keep all player profiles near he flow channel. So, o obain a good combinaion of values for our coefficiens, he same ranking sysem presened in [11] was used and, from his mehod, we deeced ha he se of coefficiens K =, K d = 4 and K e = 8 was presened in each op 38, 46, 37, 30, 4, coefficiens for every player profile, respecively. Then, we seleced his se of coefficiens o be used in our EA. Figure 3 shows he plo of a do for each player profile obained as previously explained using he given coefficiens se. Figure 4 represens a simple es using profile 5 and he EA wih he adjused coefficiens, in which we can see ha he EA is working as expeced, since he endency line indicaes an improvemen of he finess values as he generaion number increases. The used heurisic aims o find a se of coefficiens ha resuls in dos ha are close o he diagonal line for all he XVII SBGames Foz do Iguaçu PR Brazil, Ocober 9h November 1s,

6 skills in moving he conrol horizonally and poor abiliy o move i verically. As we can see in Figure 5, he average seings for he game maches make he arge appears in a disan posiion in he horizonal axis (high value), close posiion in he verical axis (low value). These seings for he game maches his ype of player skills. The ime () ha he arge says visible is a low value, which is also coheren wih he player skills, since profile 1 does no have aenion defici ( r = 0). Figure 3. Dispersion diagram obained using K =, K d = 4 and K e = 8 for each player profile. Figure 5. Average values for parameers, and used in he maches for player profile 1. Profile is very similar o he firs one, bu wih invered skills: good skills in moving conrol verically and poor abiliy o move horizonally. Figure 6 shows he resuls ha, once again, mach he player profile skills. Figure 4. Finess diagram wih rend line from profile 5. differen player profiles (Figure 3). By doing ha, we expec ha players represened by hese profiles will have a lower chance of feeling frusraed or bored when playing. We can, however, be cerain of ha, since we are no working wih real players, bu simulaed player profiles. Furhermore, we sill can deermine if he ype of difficuly presened by he game is consisen wih he se of abiliies presened by each esed player profile, which is wha we hope o validae from he soluions found by our EA. C. Comparing ypes of challenges found for each player profile Wih he adjused finess funcion for our EA, we go he average values for each chromosome parameer, considering all generaions and all 30 ess run in he previous experimen for each given profile. This reflec he average seings used by he game considering all maches wih he simulaed player. The resuls are shown in Figures 5, 6, 7, 8 and 9. As described on secion V-A, he firs profile has good Figure 6. Average values for parameers, and used in he maches for player profile. The hird player profile does no have good movemen skills. Observing he Figure 7, we can see ha, once again, he algorihm maches he player skill by using low values for he disances in boh axis. XVII SBGames Foz do Iguaçu PR Brazil, Ocober 9h November 1s,

7 Figure 7. Average values for parameers, and used in he maches for player profile 3. Figure 9. Average values for parameers, and used in he maches for player profile 5. The las wo profiles, 4 and 5, represen cases of aenion defici. Figures 8 and 9 presen he resuls of our ess, ha shows ha he EA was able o adap he maches so ha he average ime ha he arge is visible is now, in boh scenarios, higher han in he ime found for he previous profiles (1, and 3). Also, he disance he arge appears is, in average, bigger for profile 5 han for profile 4, which is expeced since profile 5 has beer movemen skills han profile 4. Figure 8. Average values for parameers, and used in he maches for player profile 4. The resuls presened in his secion le us verify ha our curren EA is capable of adjusing he exising challenges in he game o properly adjus o he skill level of a saic player profile (a player whose skill level remains he same during gameplay). D. Change in players skill level during gameplay Players ofen change heir skill level during gameplay, usually improving heir skills as hey learn from he game. To simulae his scenario, an experimen was conduced simulaing a game wih 750 maches, wha corresponds o 150 EA generaions. In order o simulae ha he player improved his abiliies, every 50 generaions we changed he value of v x and v y as follows: Firs 50 generaions: 0.03, generaion 51 o 100: 0.1 and generaion 101 o 150: We kep he value of r as 0 hrough all generaions. The resuls from his experimen are presened in Figures 10 and 11. Figure 10 shows a moving average graph using a subse of size 10 for he average parameers (, and ) in each generaion. We can see ha here is a endency o improve he arge disance as he maches advance, as expeced, since he player skill level is also improving. We can also noice ha here is an increase in on he second se of 50 generaions (profile wih v x and v y wih value 0.1). To beer visualize wha happened, we creaed a second graph (Figure 11), showing he average of he used parameers in each se of 50 generaions, each one corresponding o a differen profile configuraion. I is possible o visualize ha each se of parameers corresponds o he player skill level. Alhough he values of and are slighly higher for he las 50 generaions (101 o 150), we poin ou ha he skill level of he player in hese las 50 generaions are significanly higher han he values used for he profile in generaion 51 o 100, since value 0.36 o v x and v y represens a player who can move he conroller 3 imes faser han a player wih value 0.1 of v x and v y. However, he resuls show ha he difficuly level was improved in he las 50 generaions by decreasing he ime available o he player o reach he arge, as he go faser. To simulae a scenario where he EA should adap he XVII SBGames Foz do Iguaçu PR Brazil, Ocober 9h November 1s,

8 Figure 10. Genes evoluion by moving average 10. Figure 1. Genes evoluion by moving average 10. Average of he 50 generaions used by each profile configura- Figure 11. ion. Average of he 50 generaions used by each profile configura- Figure 13. ion. difficuly level of he game when a player, for some reason, has a severe decrease in his moor abiliies, we repeaed he previous experimen using a differen order in he changes made o he values of he profile every 50 generaion, changing he values of v x and v y as follows: Firs 50 generaions: 0.1, generaion 51 o 100: 0.36 and generaion 101 o 150: Once again, we kep he value of r as 0 hrough all he experimen. The resuls are shown in Figures 1 and 13, and allow us o ge o he same conclusions as before: ha he EA can dynamically adjus he difficuly level based on he player abiliies when hey are changed during gameplay. VI. CONCLUSION The resuls from he performed experimens show ha our iniial proposal is valid. The developed EA can perform he DDA successfully for he simulaed players profiles, adjusing differen elemens which influence he game difficuly according o he skill se of each player profile. In summary, he conclusions we draw from he resuls of his research are: 1) The echnique used in [1] for obaining a DDA can be adaped for differen games; ) The differen game difficuly elemens can be properly adjused according o changes of he player profile skill se during gameplay; Demonsraing ha he research conduced in [11] and [1] can be adaped for differen ypes of games is imporan o he research field of rehabiliaion games. The resuls of he presen research adds o [11] and [1], by showing ha he DDA echnique can be used in he creaion of games ha could help in he player rehabiliaion process by adaping he game parameers o player specific difficulies during playime. We believe ha he resuls are also promising for oher applicaions of serious games, since we can argue ha in educaional games i is also imporan o adjus he game XVII SBGames Foz do Iguaçu PR Brazil, Ocober 9h November 1s,

9 difficuly level according o he player knowledge, and furhermore, adjus differen difficuly levels for differen opics, according o he player knowledge level in each of hese opics. Coninuaions of his research can include: i) performing ess wih real players, evaluaing he impac of our proposal on clinical rehabiliaion sessions; ii) esing he used echnique in an educaional game; iii) he creaion of a larger se of profiles in order o simulae more ypes of players wih more realisic behaviors; and iv) performing ess wih differen sizes of game scenarios. ACKNOWLEDGMENT The auhors would like o hank he scholarship gran awarded o Bruno Ely Reis Garcia by he Insiuional Scholarship Program of Scienific and Technological Iniiaion of he Federal Insiue of Educaion Science and Technology of São Paulo (PIBIFSP) and Fernanda Goular for he English review. REFERENCES [1] K. O. Andrade, R. C. Joaquim, G. A. P. Caurin, and M. K. Crocomo, Evoluionary algorihms for a beer gaming experience in rehabiliaion roboics, Compu. Enerain., vol. 16, no., pp. 4:1 4:15, Apr [Online]. Available: hp://doi.acm.org/ / [] MPAA, 016 Thearical Marke Saisics Repor, Mpaa.Org, 017. [Online]. Available: hp:// MPAA-Thearical-Marke-Saisics-016 Final-1.pdf [3] Newzoo, 018 Global game Marke Repor: Trends, Insighs, and Projecions Towards 01, 018, pp [Online]. Available: hps://resources.newzoo.com/hubfs/repors/ Newzoo 018 Global Games Marke Repor Ligh.pdf [4] G. B. David Wesley, Innovaion and Markeing in he Video Game Indusry avoiding he performance rap, 016. [5] M. Carrozo, How Arificial Inelligence is changing he gaming indusry. [Online]. Available: hps://unbabel.com/ blog/ai-changing-gaming-indusry/ [6] T. Khalil, Y. S. Raghav, and N. Badra, Opimal Soluion of Muli-Choice Mahemaical Programming Problem Using a New Technique, American Journal of Operaions Research, vol. 06, pp , 016. [7] M. W. Masao Konishi, Seiya Okubo, Tesuro Nishino, Decision Tree Analysis in Game Informaics, Springer Inernaional Publishing, 018. [8] S. Y. Chong, M. K. Tan, and J. D. Whie, Observing he Evoluion of Neural Neworks Learning o Play he Game of Ohello, Trans. Evol. Comp, vol. 9, no. 3, pp , 005. [Online]. Available: hp: //dx.doi.org/ /tevc [9] G. A. P. Caurin, A. A. G. Siqueira, K. O. Andrade, R. C. Joaquim, and H. I. Krebs, Adapive sraegy for muli-user roboic rehabiliaion games, Proceedings of he Annual Inernaional Conference of he IEEE Engineering in Medicine and Biology Sociey, EMBS, no. 1, pp , 011. [10] K. D. O. Andrade, G. Fernandes, G. A. Caurin, A. A. Siqueira, R. A. Romero, and R. D. L. Pereira, Dynamic player modelling in serious games applied o rehabiliaion roboics, in Proceedings - nd SBR Brazilian Roboics Symposium, 11h LARS Lain American Roboics Symposium and 6h Roboconrol Workshop on Applied Roboics and Auomaion, SBR LARS Roboconrol Par of he Join Conference on Roboics and Inelligen Sysems, JCRIS 014, oc 015, pp [11] K. O. Andrade, T. B. Pasqual, G. A. P. Caurin, and M. K. Crocomo, Dynamic difficuly adjusmen wih Evoluionary Algorihm in games for rehabiliaion roboics, in 016 IEEE Inernaional Conference on Serious Games and Applicaions for Healh, SeGAH 016, Orlando, FL USA, 016, pp [1] M. Csikszenmihalyi, Flow: The Psychology of Opimal Experience. New York, NY: Harper Perennial, March [Online]. Available: hps:// Flow The Psychology of Opimal Experience [13] J. M. Thomas and R. M. Young, Annie: Auomaed generaion of adapive learner guidance for fun serious games, IEEE Transacions on Learning Technologies, vol. 3, no. 4, pp , 010. [14] P. Langhorne, F. Coupar, and A. Pollock, Moor recovery afer sroke: a sysemaic review, pp , 009. [15] N. A. Borghese, M. Pirovano, R. Mainei, and P. L. Lanzi, An inegraed low-cos sysem for a-home rehabiliaion, in Proceedings of he 01 18h Inernaional Conference on Virual Sysems and Mulimedia, VSMM 01: Virual Sysems in he Informaion Sociey, 01, pp [16] R. Hunicke, The case for dynamic difficuly adjusmen in games, in Proceedings of he 005 ACM SIGCHI Inernaional Conference on Advances in Compuer Enerainmen Technology, ser. ACE 05. New York, NY, USA: ACM, 005, pp [Online]. Available: hp://doi.acm.org/ / [17] L. J. F. Prez, L. A. R. Calla, L. Valene, A. A. Monenegro, and E. W. G. Clua, Dynamic game difficuly balancing in real ime using evoluionary fuzzy cogniive maps, in h Brazilian Symposium on Compuer Games and Digial Enerainmen (SBGames), Nov 015, pp [18] T. J. W. Tijs, D. Brokken, and W. A. IJsselseijn, Dynamic game balancing by recognizing affec, in Fun and Games, P. Markopoulos, B. de Ruyer, W. IJsselseijn, and D. Rowland, Eds. Berlin, Heidelberg: Springer Berlin Heidelberg, 008, pp [19] Guanci Yang, Game Theory-Inspired Evoluionary Algorihm for Global Opimizaion, MDPI, 017. [0] J. Forsblom and J. Johansson, Geneic Improvemens o procedural generaion in games, Universiy of Boras, 017. [1] Y. Tokuyama, R. P. C. J. Rajapakse, S. Miya, and K. Konno, Developmen of a whack-a-mole game wih hapic feedback for rehabiliaion, in 016 Nicograph Inernaional (NicoIn), July 016, pp XVII SBGames Foz do Iguaçu PR Brazil, Ocober 9h November 1s,

P. Bruschi: Project guidelines PSM Project guidelines.

P. Bruschi: Project guidelines PSM Project guidelines. Projec guidelines. 1. Rules for he execuion of he projecs Projecs are opional. Their aim is o improve he sudens knowledge of he basic full-cusom design flow. The final score of he exam is no affeced by

More information

An Emergence of Game Strategy in Multiagent Systems

An Emergence of Game Strategy in Multiagent Systems An Emergence of Game Sraegy in Muliagen Sysems Peer LACKO Slovak Universiy of Technology Faculy of Informaics and Informaion Technologies Ilkovičova 3, 842 16 Braislava, Slovakia lacko@fii.suba.sk Absrac.

More information

Notes on the Fourier Transform

Notes on the Fourier Transform Noes on he Fourier Transform The Fourier ransform is a mahemaical mehod for describing a coninuous funcion as a series of sine and cosine funcions. The Fourier Transform is produced by applying a series

More information

Pulse Train Controlled PCCM Buck-Boost Converter Ming Qina, Fangfang Lib

Pulse Train Controlled PCCM Buck-Boost Converter Ming Qina, Fangfang Lib 5h Inernaional Conference on Environmen, Maerials, Chemisry and Power Elecronics (EMCPE 016 Pulse Train Conrolled PCCM Buck-Boos Converer Ming Qina, Fangfang ib School of Elecrical Engineering, Zhengzhou

More information

Robot Control using Genetic Algorithms

Robot Control using Genetic Algorithms Robo Conrol using Geneic Algorihms Summary Inroducion Robo Conrol Khepera Simulaor Geneic Model for Pah Planning Chromosome Represenaion Evaluaion Funcion Case Sudies Conclusions The Robo Conroller Problem

More information

Foreign Fiber Image Segmentation Based on Maximum Entropy and Genetic Algorithm

Foreign Fiber Image Segmentation Based on Maximum Entropy and Genetic Algorithm Journal of Compuer and Communicaions, 215, 3, 1-7 Published Online November 215 in SciRes. hp://www.scirp.org/journal/jcc hp://dx.doi.org/1.4236/jcc.215.3111 Foreign Fiber Image Segmenaion Based on Maximum

More information

Phase-Shifting Control of Double Pulse in Harmonic Elimination Wei Peng1, a*, Junhong Zhang1, Jianxin gao1, b, Guangyi Li1, c

Phase-Shifting Control of Double Pulse in Harmonic Elimination Wei Peng1, a*, Junhong Zhang1, Jianxin gao1, b, Guangyi Li1, c Inernaional Symposium on Mechanical Engineering and Maerial Science (ISMEMS 016 Phase-Shifing Conrol of Double Pulse in Harmonic Eliminaion Wei Peng1, a*, Junhong Zhang1, Jianxin gao1, b, Guangyi i1, c

More information

Lab 3 Acceleration. What You Need To Know: Physics 211 Lab

Lab 3 Acceleration. What You Need To Know: Physics 211 Lab b Lab 3 Acceleraion Wha You Need To Know: The Physics In he previous lab you learned ha he velociy of an objec can be deermined by finding he slope of he objec s posiion vs. ime graph. x v ave. = v ave.

More information

ECE-517 Reinforcement Learning in Artificial Intelligence

ECE-517 Reinforcement Learning in Artificial Intelligence ECE-517 Reinforcemen Learning in Arificial Inelligence Lecure 11: Temporal Difference Learning (con.), Eligibiliy Traces Ocober 8, 2015 Dr. Iamar Arel College of Engineering Deparmen of Elecrical Engineering

More information

Dead Zone Compensation Method of H-Bridge Inverter Series Structure

Dead Zone Compensation Method of H-Bridge Inverter Series Structure nd Inernaional Conference on Elecrical, Auomaion and Mechanical Engineering (EAME 7) Dead Zone Compensaion Mehod of H-Bridge Inverer Series Srucure Wei Li Insiue of Elecrical Engineering and Informaion

More information

Fuzzy Inference Model for Learning from Experiences and Its Application to Robot Navigation

Fuzzy Inference Model for Learning from Experiences and Its Application to Robot Navigation Fuzzy Inference Model for Learning from Experiences and Is Applicaion o Robo Navigaion Manabu Gouko, Yoshihiro Sugaya and Hiroomo Aso Deparmen of Elecrical and Communicaion Engineering, Graduae School

More information

Social-aware Dynamic Router Node Placement in Wireless Mesh Networks

Social-aware Dynamic Router Node Placement in Wireless Mesh Networks Social-aware Dynamic Rouer Node Placemen in Wireless Mesh Neworks Chun-Cheng Lin Pei-Tsung Tseng Ting-Yu Wu Der-Jiunn Deng ** Absrac The problem of dynamic rouer node placemen (dynrnp) in wireless mesh

More information

The student will create simulations of vertical components of circular and harmonic motion on GX.

The student will create simulations of vertical components of circular and harmonic motion on GX. Learning Objecives Circular and Harmonic Moion (Verical Transformaions: Sine curve) Algebra ; Pre-Calculus Time required: 10 150 min. The sudens will apply combined verical ranslaions and dilaions in he

More information

10. The Series Resistor and Inductor Circuit

10. The Series Resistor and Inductor Circuit Elecronicsab.nb 1. he Series esisor and Inducor Circui Inroducion he las laboraory involved a resisor, and capacior, C in series wih a baery swich on or off. I was simpler, as a pracical maer, o replace

More information

Two-area Load Frequency Control using IP Controller Tuned Based on Harmony Search

Two-area Load Frequency Control using IP Controller Tuned Based on Harmony Search Research Journal of Applied Sciences, Engineering and Technology 3(12): 1391-1395, 211 ISSN: 24-7467 Maxwell Scienific Organizaion, 211 Submied: July 22, 211 Acceped: Sepember 18, 211 Published: December

More information

Evaluation of Instantaneous Reliability Measures for a Gradual Deteriorating System

Evaluation of Instantaneous Reliability Measures for a Gradual Deteriorating System General Leers in Mahemaic, Vol. 3, No.3, Dec 27, pp. 77-85 e-issn 259-9277, p-issn 259-9269 Available online a hp:\\ www.refaad.com Evaluaion of Insananeous Reliabiliy Measures for a Gradual Deerioraing

More information

EE 330 Lecture 24. Amplification with Transistor Circuits Small Signal Modelling

EE 330 Lecture 24. Amplification with Transistor Circuits Small Signal Modelling EE 330 Lecure 24 Amplificaion wih Transisor Circuis Small Signal Modelling Review from las ime Area Comparison beween BJT and MOSFET BJT Area = 3600 l 2 n-channel MOSFET Area = 168 l 2 Area Raio = 21:1

More information

Investigation and Simulation Model Results of High Density Wireless Power Harvesting and Transfer Method

Investigation and Simulation Model Results of High Density Wireless Power Harvesting and Transfer Method Invesigaion and Simulaion Model Resuls of High Densiy Wireless Power Harvesing and Transfer Mehod Jaber A. Abu Qahouq, Senior Member, IEEE, and Zhigang Dang The Universiy of Alabama Deparmen of Elecrical

More information

The Relationship Between Creation and Innovation

The Relationship Between Creation and Innovation The Relaionship Beween Creaion and DONG Zhenyu, ZHAO Jingsong Inner Mongolia Universiy of Science and Technology, Baoou, Inner Mongolia, P.R.China, 014010 Absrac:Based on he compleion of Difference and

More information

EXPERIMENT #9 FIBER OPTIC COMMUNICATIONS LINK

EXPERIMENT #9 FIBER OPTIC COMMUNICATIONS LINK EXPERIMENT #9 FIBER OPTIC COMMUNICATIONS LINK INTRODUCTION: Much of daa communicaions is concerned wih sending digial informaion hrough sysems ha normally only pass analog signals. A elephone line is such

More information

Announcement. Allowed

Announcement. Allowed 9//05 nnouncemen Firs es: Sep. 8, Chap. -4 llowed wriing insrumen poce calculaor ruler One 8.5" " paper conaining consans, formulas, and any oher informaion ha you migh find useful (NOT any inds of soluions).

More information

THE OSCILLOSCOPE AND NOISE. Objectives:

THE OSCILLOSCOPE AND NOISE. Objectives: -26- Preparaory Quesions. Go o he Web page hp://www.ek.com/measuremen/app_noes/xyzs/ and read a leas he firs four subsecions of he secion on Trigger Conrols (which iself is a subsecion of he secion The

More information

Direct Analysis of Wave Digital Network of Microstrip Structure with Step Discontinuities

Direct Analysis of Wave Digital Network of Microstrip Structure with Step Discontinuities Direc Analysis of Wave Digial Nework of Microsrip Srucure wih Sep Disconinuiies BILJANA P. SOŠIĆ Faculy of Elecronic Engineering Universiy of Niš Aleksandra Medvedeva 4, Niš SERBIA MIODRAG V. GMIROVIĆ

More information

Knowledge Transfer in Semi-automatic Image Interpretation

Knowledge Transfer in Semi-automatic Image Interpretation Knowledge Transfer in Semi-auomaic Image Inerpreaion Jun Zhou 1, Li Cheng 2, Terry Caelli 23, and Waler F. Bischof 1 1 Deparmen of Compuing Science, Universiy of Albera, Edmonon, Albera, Canada T6G 2E8

More information

4.5 Biasing in BJT Amplifier Circuits

4.5 Biasing in BJT Amplifier Circuits 4/5/011 secion 4_5 Biasing in MOS Amplifier Circuis 1/ 4.5 Biasing in BJT Amplifier Circuis eading Assignmen: 8086 Now le s examine how we C bias MOSFETs amplifiers! f we don bias properly, disorion can

More information

Parameters Affecting Lightning Backflash Over Pattern at 132kV Double Circuit Transmission Lines

Parameters Affecting Lightning Backflash Over Pattern at 132kV Double Circuit Transmission Lines Parameers Affecing Lighning Backflash Over Paern a 132kV Double Circui Transmission Lines Dian Najihah Abu Talib 1,a, Ab. Halim Abu Bakar 2,b, Hazlie Mokhlis 1 1 Deparmen of Elecrical Engineering, Faculy

More information

Lecture 4. EITN Chapter 12, 13 Modulation and diversity. Antenna noise is usually given as a noise temperature!

Lecture 4. EITN Chapter 12, 13 Modulation and diversity. Antenna noise is usually given as a noise temperature! Lecure 4 EITN75 2018 Chaper 12, 13 Modulaion and diversiy Receiver noise: repeiion Anenna noise is usually given as a noise emperaure! Noise facors or noise figures of differen sysem componens are deermined

More information

A New Voltage Sag and Swell Compensator Switched by Hysteresis Voltage Control Method

A New Voltage Sag and Swell Compensator Switched by Hysteresis Voltage Control Method Proceedings of he 8h WSEAS Inernaional Conference on ELECTRIC POWER SYSTEMS, HIGH VOLTAGES, ELECTRIC MACHINES (POWER '8) A New Volage Sag and Swell Compensaor Swiched by Hyseresis Volage Conrol Mehod AMIR

More information

Motion-blurred star image acquisition and restoration method based on the separable kernel Honglin Yuana, Fan Lib and Tao Yuc

Motion-blurred star image acquisition and restoration method based on the separable kernel Honglin Yuana, Fan Lib and Tao Yuc 5h Inernaional Conference on Advanced Maerials and Compuer Science (ICAMCS 206) Moion-blurred sar image acquisiion and resoraion mehod based on he separable kernel Honglin Yuana, Fan Lib and Tao Yuc Beihang

More information

Negative frequency communication

Negative frequency communication Negaive frequency communicaion Fanping DU Email: dufanping@homail.com Qing Huo Liu arxiv:2.43v5 [cs.it] 26 Sep 2 Deparmen of Elecrical and Compuer Engineering Duke Universiy Email: Qing.Liu@duke.edu Absrac

More information

(This lesson plan assumes the students are using an air-powered rocket as described in the Materials section.)

(This lesson plan assumes the students are using an air-powered rocket as described in the Materials section.) The Mah Projecs Journal Page 1 PROJECT MISSION o MArs inroducion Many sae mah sandards and mos curricula involving quadraic equaions require sudens o solve "falling objec" or "projecile" problems, which

More information

Pointwise Image Operations

Pointwise Image Operations Poinwise Image Operaions Binary Image Analysis Jana Kosecka hp://cs.gmu.edu/~kosecka/cs482.hml - Lookup able mach image inensiy o he displayed brighness values Manipulaion of he lookup able differen Visual

More information

GaN-HEMT Dynamic ON-state Resistance characterisation and Modelling

GaN-HEMT Dynamic ON-state Resistance characterisation and Modelling GaN-HEMT Dynamic ON-sae Resisance characerisaion and Modelling Ke Li, Paul Evans, Mark Johnson Power Elecronics, Machine and Conrol group Universiy of Noingham, UK Email: ke.li@noingham.ac.uk, paul.evans@noingham.ac.uk,

More information

A Segmentation Method for Uneven Illumination Particle Images

A Segmentation Method for Uneven Illumination Particle Images Research Journal of Applied Sciences, Engineering and Technology 5(4): 1284-1289, 2013 ISSN: 2040-7459; e-issn: 2040-7467 Maxwell Scienific Organizaion, 2013 Submied: July 17, 2012 Acceped: Augus 15, 2012

More information

A NEW DUAL-POLARIZED HORN ANTENNA EXCITED BY A GAP-FED SQUARE PATCH

A NEW DUAL-POLARIZED HORN ANTENNA EXCITED BY A GAP-FED SQUARE PATCH Progress In Elecromagneics Research Leers, Vol. 21, 129 137, 2011 A NEW DUAL-POLARIZED HORN ANTENNA EXCITED BY A GAP-FED SQUARE PATCH S. Ononchimeg, G. Ogonbaaar, J.-H. Bang, and B.-C. Ahn Applied Elecromagneics

More information

MEASUREMENTS OF VARYING VOLTAGES

MEASUREMENTS OF VARYING VOLTAGES MEASUREMENTS OF ARYING OLTAGES Measuremens of varying volages are commonly done wih an oscilloscope. The oscilloscope displays a plo (graph) of volage versus imes. This is done by deflecing a sream of

More information

Automatic Power Factor Control Using Pic Microcontroller

Automatic Power Factor Control Using Pic Microcontroller IDL - Inernaional Digial Library Of Available a:www.dbpublicaions.org 8 h Naional Conference on Advanced Techniques in Elecrical and Elecronics Engineering Inernaional e-journal For Technology And Research-2017

More information

Table of Contents. 3.0 SMPS Topologies. For Further Research. 3.1 Basic Components. 3.2 Buck (Step Down) 3.3 Boost (Step Up) 3.4 Inverter (Buck/Boost)

Table of Contents. 3.0 SMPS Topologies. For Further Research. 3.1 Basic Components. 3.2 Buck (Step Down) 3.3 Boost (Step Up) 3.4 Inverter (Buck/Boost) Table of Conens 3.0 SMPS Topologies 3.1 Basic Componens 3.2 Buck (Sep Down) 3.3 Boos (Sep Up) 3.4 nverer (Buck/Boos) 3.5 Flyback Converer 3.6 Curren Boosed Boos 3.7 Curren Boosed Buck 3.8 Forward Converer

More information

Network Design and Optimization for Quality of Services in Wireless Local Area Networks using Multi-Objective Approach

Network Design and Optimization for Quality of Services in Wireless Local Area Networks using Multi-Objective Approach Chuima Prommak and Naruemon Waanapongsakorn Nework Design and Opimizaion for Qualiy of Services in Wireless Local Area Neworks using Muli-Objecive Approach CHUTIMA PROMMAK, NARUEMON WATTANAPONGSAKORN *

More information

A new image security system based on cellular automata and chaotic systems

A new image security system based on cellular automata and chaotic systems A new image securiy sysem based on cellular auomaa and chaoic sysems Weinan Wang Jan 2013 Absrac A novel image encrypion scheme based on Cellular Auomaa and chaoic sysem is proposed in his paper. The suggesed

More information

Double Tangent Sampling Method for Sinusoidal Pulse Width Modulation

Double Tangent Sampling Method for Sinusoidal Pulse Width Modulation Compuaional and Applied Mahemaics Journal 2018; 4(1): 8-14 hp://www.aasci.org/journal/camj ISS: 2381-1218 (Prin); ISS: 2381-1226 (Online) Double Tangen Sampling Mehod for Sinusoidal Pulse Widh Modulaion

More information

Variation Aware Cross-Talk Aggressor Alignment by Mixed Integer Linear Programming

Variation Aware Cross-Talk Aggressor Alignment by Mixed Integer Linear Programming ariaion Aware Cross-alk Aggressor Alignmen by Mixed Ineger Linear Programming ladimir Zoloov IBM. J. Wason Research Cener, Yorkown Heighs, NY zoloov@us.ibm.com Peer Feldmann D. E. Shaw Research, New York,

More information

A Fuzzy Model-based Virtual Theme Park Simulator and Evaluation of Agent Action Models

A Fuzzy Model-based Virtual Theme Park Simulator and Evaluation of Agent Action Models 6 IJSNS Inernaional Journal of ompuer Science and Newor Securiy, VOL.0 No.2, February 200 A Fuzzy Model-based Virual Theme Par Simulaor and Evaluaion of Agen Acion Models hi-hyon Oh, Kasuhiro Honda and

More information

Control and Protection Strategies for Matrix Converters. Control and Protection Strategies for Matrix Converters

Control and Protection Strategies for Matrix Converters. Control and Protection Strategies for Matrix Converters Conrol and Proecion Sraegies for Marix Converers Dr. Olaf Simon, Siemens AG, A&D SD E 6, Erlangen Manfred Bruckmann, Siemens AG, A&D SD E 6, Erlangen Conrol and Proecion Sraegies for Marix Converers To

More information

Evaluation of the Digital images of Penaeid Prawns Species Using Canny Edge Detection and Otsu Thresholding Segmentation

Evaluation of the Digital images of Penaeid Prawns Species Using Canny Edge Detection and Otsu Thresholding Segmentation Inernaional Associaion of Scienific Innovaion and Research (IASIR) (An Associaion Unifying he Sciences, Engineering, and Applied Research) Inernaional Journal of Emerging Technologies in Compuaional and

More information

EXPERIMENT #4 AM MODULATOR AND POWER AMPLIFIER

EXPERIMENT #4 AM MODULATOR AND POWER AMPLIFIER EXPERIMENT #4 AM MODULATOR AND POWER AMPLIFIER INTRODUCTION: Being able o ransmi a radio frequency carrier across space is of no use unless we can place informaion or inelligence upon i. This las ransmier

More information

EECE 301 Signals & Systems Prof. Mark Fowler

EECE 301 Signals & Systems Prof. Mark Fowler EECE 3 Signals & Sysems Prof. Mark Fowler Noe Se #8 C-T Sysems: Frequency-Domain Analysis of Sysems Reading Assignmen: Secion 5.2 of Kamen and Heck /2 Course Flow Diagram The arrows here show concepual

More information

ECMA st Edition / June Near Field Communication Wired Interface (NFC-WI)

ECMA st Edition / June Near Field Communication Wired Interface (NFC-WI) ECMA-373 1 s Ediion / June 2006 Near Field Communicaion Wired Inerface (NFC-WI) Sandard ECMA-373 1 s Ediion / June 2006 Near Field Communicaion Wired Inerface (NFC-WI) Ecma Inernaional Rue du Rhône 114

More information

Proceedings of International Conference on Mechanical, Electrical and Medical Intelligent System 2017

Proceedings of International Conference on Mechanical, Electrical and Medical Intelligent System 2017 on Mechanical, Elecrical and Medical Inelligen Sysem 7 Consan On-ime Conrolled Four-phase Buck Converer via Saw-oohwave Circui and is Elemen Sensiiviy Yi Xiong a, Koyo Asaishi b, Nasuko Miki c, Yifei Sun

More information

Chapter 14: Bandpass Digital Transmission. A. Bruce Carlson Paul B. Crilly 2010 The McGraw-Hill Companies

Chapter 14: Bandpass Digital Transmission. A. Bruce Carlson Paul B. Crilly 2010 The McGraw-Hill Companies Communicaion Sysems, 5e Chaper 4: Bandpass Digial Transmission A. Bruce Carlson Paul B. Crilly The McGraw-Hill Companies Chaper 4: Bandpass Digial Transmission Digial CW modulaion Coheren binary sysems

More information

Lecture #7: Discrete-time Signals and Sampling

Lecture #7: Discrete-time Signals and Sampling EEL335: Discree-Time Signals and Sysems Lecure #7: Discree-ime Signals and Sampling. Inroducion Lecure #7: Discree-ime Signals and Sampling Unlike coninuous-ime signals, discree-ime signals have defined

More information

Implementation of Evolutionary Optimization Techniques in Tuning PID Parameters for Tremor Patient Active Assistive Writing Device

Implementation of Evolutionary Optimization Techniques in Tuning PID Parameters for Tremor Patient Active Assistive Writing Device Issue 4, Volume 7, 213 Implemenaion of Evoluionary Opimizaion Techniques in Tuning PID Parameers for Tremor Paien Acive Assisive Wriing Device Z. M. Yusop, M. Z. Md. Zain, M. Hussein, A. As arry, A. R.

More information

EECE 301 Signals & Systems Prof. Mark Fowler

EECE 301 Signals & Systems Prof. Mark Fowler EECE 301 s & Sysems Prof. Mark Fowler Noe Se #1 Wha is s & Sysems all abou??? 1/9 Do All EE s & CoE s Design Circuis? No!!!! Someone has o figure ou wha funcion hose circuis need o do Someone also needs

More information

How to Shorten First Order Unit Testing Time. Piotr Mróz 1

How to Shorten First Order Unit Testing Time. Piotr Mróz 1 How o Shoren Firs Order Uni Tesing Time Pior Mróz 1 1 Universiy of Zielona Góra, Faculy of Elecrical Engineering, Compuer Science and Telecommunicaions, ul. Podgórna 5, 65-246, Zielona Góra, Poland, phone

More information

AN303 APPLICATION NOTE

AN303 APPLICATION NOTE AN303 APPLICATION NOTE LATCHING CURRENT INTRODUCTION An imporan problem concerning he uilizaion of componens such as hyrisors or riacs is he holding of he componen in he conducing sae afer he rigger curren

More information

Modeling and Prediction of the Wireless Vector Channel Encountered by Smart Antenna Systems

Modeling and Prediction of the Wireless Vector Channel Encountered by Smart Antenna Systems Modeling and Predicion of he Wireless Vecor Channel Encounered by Smar Anenna Sysems Kapil R. Dandekar, Albero Arredondo, Hao Ling and Guanghan Xu A Kalman-filer based, vecor auoregressive (VAR) model

More information

Universal microprocessor-based ON/OFF and P programmable controller MS8122A MS8122B

Universal microprocessor-based ON/OFF and P programmable controller MS8122A MS8122B COMPETENCE IN MEASUREMENT Universal microprocessor-based ON/OFF and P programmable conroller MS8122A MS8122B TECHNICAL DESCRIPTION AND INSTRUCTION FOR USE PLOVDIV 2003 1 I. TECHNICAL DATA Analog inpus

More information

Memorandum on Impulse Winding Tester

Memorandum on Impulse Winding Tester Memorandum on Impulse Winding Teser. Esimaion of Inducance by Impulse Response When he volage response is observed afer connecing an elecric charge sored up in he capaciy C o he coil L (including he inside

More information

An off-line multiprocessor real-time scheduling algorithm to reduce static energy consumption

An off-line multiprocessor real-time scheduling algorithm to reduce static energy consumption An off-line muliprocessor real-ime scheduling algorihm o reduce saic energy consumpion Firs Workshop on Highly-Reliable Power-Efficien Embedded Designs Shenzhen, China Vincen Legou, Mahieu Jan, Lauren

More information

Comparing image compression predictors using fractal dimension

Comparing image compression predictors using fractal dimension Comparing image compression predicors using fracal dimension RADU DOBRESCU, MAEI DOBRESCU, SEFA MOCAU, SEBASIA ARALUGA Faculy of Conrol & Compuers POLIEHICA Universiy of Buchares Splaiul Independenei 313

More information

5 Spatial Relations on Lines

5 Spatial Relations on Lines 5 Spaial Relaions on Lines There are number of useful problems ha can be solved wih he basic consrucion echniques developed hus far. We now look a cerain problems, which involve spaial relaionships beween

More information

Receiver-Initiated vs. Short-Preamble Burst MAC Approaches for Multi-channel Wireless Sensor Networks

Receiver-Initiated vs. Short-Preamble Burst MAC Approaches for Multi-channel Wireless Sensor Networks Receiver-Iniiaed vs. Shor-Preamble Burs MAC Approaches for Muli-channel Wireless Sensor Neworks Crisina Cano, Boris Bellala, and Miquel Oliver Universia Pompeu Fabra, C/ Tànger 122-140, 08018 Barcelona,

More information

EE 40 Final Project Basic Circuit

EE 40 Final Project Basic Circuit EE 0 Spring 2006 Final Projec EE 0 Final Projec Basic Circui Par I: General insrucion 1. The final projec will coun 0% of he lab grading, since i s going o ake lab sessions. All oher individual labs will

More information

ACTIVITY BASED COSTING FOR MARITIME ENTERPRISES

ACTIVITY BASED COSTING FOR MARITIME ENTERPRISES ACTIVITY BASED COSTING FOR MARITIME ENTERPRISES 1, a 2, b 3, c 4, c Sualp Omer Urkmez David Sockon Reza Ziarai Erdem Bilgili a, b De Monfor Universiy, UK, c TUDEV, Insiue of Mariime Sudies, Turkey 1 sualp@furrans.com.r

More information

Optimization of PID Parameter for Position Control of DC-Motor using Multi-Objective Genetic Algorithm

Optimization of PID Parameter for Position Control of DC-Motor using Multi-Objective Genetic Algorithm ISSN (Online) 2321 24 Vol. 2, Issue 6, June 214 Opimizaion of PID Parameer for Posiion Conrol of DC-Moor using Muli-Objecive Geneic Algorihm MD Amanullah 1, Mohi Jain 2, Praibha Tiwari 3, Sidharh Gupa

More information

Increasing multi-trackers robustness with a segmentation algorithm

Increasing multi-trackers robustness with a segmentation algorithm Increasing muli-rackers robusness wih a segmenaion algorihm MARTA MARRÓN, MIGUEL ÁNGEL SOTELO, JUAN CARLOS GARCÍA Elecronics Deparmen Universiy of Alcala Campus Universiario. 28871, Alcalá de Henares.

More information

Development of Temporary Ground Wire Detection Device

Development of Temporary Ground Wire Detection Device Inernaional Journal of Smar Grid and Clean Energy Developmen of Temporary Ground Wire Deecion Device Jing Jiang* and Tao Yu a Elecric Power College, Souh China Universiy of Technology, Guangzhou 5164,

More information

SLAM Algorithm for 2D Object Trajectory Tracking based on RFID Passive Tags

SLAM Algorithm for 2D Object Trajectory Tracking based on RFID Passive Tags 2008 IEEE Inernaional Conference on RFID The Veneian, Las Vegas, Nevada, USA April 16-17, 2008 1C2.2 SLAM Algorihm for 2D Objec Trajecory Tracking based on RFID Passive Tags Po Yang, Wenyan Wu, Mansour

More information

Cycles of Technology, Natural Resources and Economic Growth

Cycles of Technology, Natural Resources and Economic Growth Cycles of Technology, Naural Resources and Economic Growh By Susanna Lundsröm Α Deparmen of Economics Göeborg Universiy June, 22 Β Prepared for he 22 World Congress of Environmenal and Resource Economiss,

More information

EE201 Circuit Theory I Fall

EE201 Circuit Theory I Fall EE1 Circui Theory I 17 Fall 1. Basic Conceps Chaper 1 of Nilsson - 3 Hrs. Inroducion, Curren and Volage, Power and Energy. Basic Laws Chaper &3 of Nilsson - 6 Hrs. Volage and Curren Sources, Ohm s Law,

More information

University of Alberta

University of Alberta Universiy of Albera Mulilevel Space Vecor PWM for Mulilevel Coupled Inducor Inverers by Behzad Vafakhah A hesis submied o he Faculy of Graduae Sudies and Research in parial fulfillmen of he requiremens

More information

A new method for classification and characterization of voltage sags

A new method for classification and characterization of voltage sags Elecric Power Sysems Research 58 (2001) 27 35 www.elsevier.com/locae/epsr A new mehod for classificaion and characerizaion of volage sags Mladen Kezunovic *, Yuan Liao Deparmen of Elecrical Engineering,

More information

A Harmonic Circulation Current Reduction Method for Parallel Operation of UPS with a Three-Phase PWM Inverter

A Harmonic Circulation Current Reduction Method for Parallel Operation of UPS with a Three-Phase PWM Inverter 160 Journal of Power Elecronics, Vol. 5, No. 2, April 2005 JPE 5-2-9 A Harmonic Circulaion Curren Reducion Mehod for Parallel Operaion of U wih a Three-Phase Inverer Kyung-Hwan Kim, Wook-Dong Kim * and

More information

Surveillance System with Object-Aware Video Transcoder

Surveillance System with Object-Aware Video Transcoder MITSUBISHI ELECTRIC RESEARCH LABORATORIES hp://www.merl.com Surveillance Sysem wih Objec-Aware Video Transcoder Toshihiko Haa, Naoki Kuwahara, Toshiharu Nozawa, Derek Schwenke, Anhony Vero TR2005-115 April

More information

The design of an improved matched filter in DSSS-GMSK system

The design of an improved matched filter in DSSS-GMSK system Journal of Physics: Conference Series PAPER OPEN ACCESS The design of an improved mached filer in DSSS-GMSK sysem To cie his aricle: Mao Wei-ong e al 16 J. Phys.: Conf. Ser. 679 1 View he aricle online

More information

ELEG 3124 SYSTEMS AND SIGNALS Ch. 1 Continuous-Time Signals

ELEG 3124 SYSTEMS AND SIGNALS Ch. 1 Continuous-Time Signals Deparmen of Elecrical Engineering Universiy of Arkansas ELEG 3124 SYSTEMS AND SIGNALS Ch. 1 Coninuous-Time Signals Dr. Jingxian Wu wuj@uark.edu OUTLINE 2 Inroducion: wha are signals and sysems? Signals

More information

EVOLVING IMPROVED OPPONENT INTELLIGENCE

EVOLVING IMPROVED OPPONENT INTELLIGENCE EVOLVING IMPROVED OPPONENT INTELLIGENCE Pieer Spronck, Ida Sprinkhuizen-Kuyper and Eric Posma Universiei Maasrich IKAT P.O. Box 616 NL-6200 MD Maasrich, The Neherlands E-mail: p.spronck@cs.unimaas.nl KEYWORDS

More information

Using Box-Jenkins Models to Forecast Mobile Cellular Subscription

Using Box-Jenkins Models to Forecast Mobile Cellular Subscription Open Journal of Saisics, 26, 6, 33-39 Published Online April 26 in SciRes. hp://www.scirp.org/journal/ojs hp://dx.doi.org/.4236/ojs.26.6226 Using Box-Jenkins Models o Forecas Mobile Cellular Subscripion

More information

A1 K. 12V rms. 230V rms. 2 Full Wave Rectifier. Fig. 2.1: FWR with Transformer. Fig. 2.2: Transformer. Aim: To Design and setup a full wave rectifier.

A1 K. 12V rms. 230V rms. 2 Full Wave Rectifier. Fig. 2.1: FWR with Transformer. Fig. 2.2: Transformer. Aim: To Design and setup a full wave rectifier. 2 Full Wave Recifier Aim: To Design and seup a full wave recifier. Componens Required: Diode(1N4001)(4),Resisor 10k,Capacior 56uF,Breadboard,Power Supplies and CRO and ransformer 230V-12V RMS. + A1 K B1

More information

Laboratory #2. Spectral Analysis of Digital Baseband Signals. SYSC 4600 Digital Communications

Laboratory #2. Spectral Analysis of Digital Baseband Signals. SYSC 4600 Digital Communications Laboraory #2 Speral Analysis of Digial Baseband Signals SYSC 4600 Digial Communiaions Deparmen of Sysems and Compuer Engineering Fauly of Engineering Carleon Universiy Oober 206 Deparmen of Sysems & Compuer

More information

TRIPLE-FREQUENCY IONOSPHERE-FREE PHASE COMBINATIONS FOR AMBIGUITY RESOLUTION

TRIPLE-FREQUENCY IONOSPHERE-FREE PHASE COMBINATIONS FOR AMBIGUITY RESOLUTION TRIPL-FRQCY IOOSPHR-FR PHAS COMBIATIOS FOR AMBIGITY RSOLTIO D. Odijk, P.J.G. Teunissen and C.C.J.M. Tiberius Absrac Linear combinaions of he carrier phase daa which are independen of he ionospheric delays

More information

4 20mA Interface-IC AM462 for industrial µ-processor applications

4 20mA Interface-IC AM462 for industrial µ-processor applications Because of he grea number of indusrial buses now available he majoriy of indusrial measuremen echnology applicaions sill calls for he sandard analog curren nework. The reason for his lies in he fac ha

More information

QoE Driven Video Streaming in Cognitive Radio Networks: The Case of Single Channel Access

QoE Driven Video Streaming in Cognitive Radio Networks: The Case of Single Channel Access Globecom 2014 - Communicaions Sofware, Services and Mulimedia Symposium QoE Driven Video Sreaming in Cogniive Radio Neworks: The Case of Single Channel Access Zhifeng He, Shiwen Mao Deparmen of Elecrical

More information

Study and Analysis of Various Tuning Methods of PID Controller for AVR System

Study and Analysis of Various Tuning Methods of PID Controller for AVR System Inernaional Journal of esearch in Elecrical & Elecronics Engineering olume, Issue, July-Sepember, 203, pp. 93-98, IASTE 203 www.iaser.com, Online: 2347-5439, Prin: 2348-0025 ABSTACT Sudy and Analysis of

More information

A Control Technique for 120Hz DC Output Ripple-Voltage Suppression Using BIFRED with a Small-Sized Energy Storage Capacitor

A Control Technique for 120Hz DC Output Ripple-Voltage Suppression Using BIFRED with a Small-Sized Energy Storage Capacitor 90 Journal of Power Elecronics, Vol. 5, No. 3, July 005 JPE 5-3-3 A Conrol Technique for 0Hz DC Oupu Ripple-Volage Suppression Using BIFRED wih a Small-Sized Energy Sorage Capacior Jung-Bum Kim, Nam-Ju

More information

Explanation of Maximum Ratings and Characteristics for Thyristors

Explanation of Maximum Ratings and Characteristics for Thyristors 8 Explanaion of Maximum Raings and Characerisics for Thyrisors Inroducion Daa shees for s and riacs give vial informaion regarding maximum raings and characerisics of hyrisors. If he maximum raings of

More information

HF Transformer Based Grid-Connected Inverter Topology for Photovoltaic Systems

HF Transformer Based Grid-Connected Inverter Topology for Photovoltaic Systems 1 HF Transformer Based Grid-Conneced Inverer Topology for Phoovolaic Sysems Abhiji Kulkarni and Vinod John Deparmen of Elecrical Engineering, IISc Bangalore, India. (abhijik@ee.iisc.erne.in, vjohn@ee.iisc.erne.in)

More information

ECMA-373. Near Field Communication Wired Interface (NFC-WI) 2 nd Edition / June Reference number ECMA-123:2009

ECMA-373. Near Field Communication Wired Interface (NFC-WI) 2 nd Edition / June Reference number ECMA-123:2009 ECMA-373 2 nd Ediion / June 2012 Near Field Communicaion Wired Inerface (NFC-WI) Reference number ECMA-123:2009 Ecma Inernaional 2009 COPYRIGHT PROTECTED DOCUMENT Ecma Inernaional 2012 Conens Page 1 Scope...

More information

Revision: June 11, E Main Suite D Pullman, WA (509) Voice and Fax

Revision: June 11, E Main Suite D Pullman, WA (509) Voice and Fax 2.5.3: Sinusoidal Signals and Complex Exponenials Revision: June 11, 2010 215 E Main Suie D Pullman, W 99163 (509) 334 6306 Voice and Fax Overview Sinusoidal signals and complex exponenials are exremely

More information

The University of Melbourne Department of Mathematics and Statistics School Mathematics Competition, 2013 JUNIOR DIVISION Time allowed: Two hours

The University of Melbourne Department of Mathematics and Statistics School Mathematics Competition, 2013 JUNIOR DIVISION Time allowed: Two hours The Universiy of Melbourne Deparmen of Mahemaics and Saisics School Mahemaics Compeiion, 203 JUNIOR DIVISION Time allowed: Two hours These quesions are designed o es your abiliy o analyse a problem and

More information

Teacher Supplement to Operation Comics, Issue #5

Teacher Supplement to Operation Comics, Issue #5 eacher Supplemen o Operaion Comics, Issue #5 he purpose of his supplemen is o provide conen suppor for he mahemaics embedded ino he fifh issue of Operaion Comics, and o show how he mahemaics addresses

More information

Spring Localization I. Roland Siegwart, Margarita Chli, Martin Rufli. ASL Autonomous Systems Lab. Autonomous Mobile Robots

Spring Localization I. Roland Siegwart, Margarita Chli, Martin Rufli. ASL Autonomous Systems Lab. Autonomous Mobile Robots Spring 2017 Localizaion I Localizaion I 10.04.2017 1 2 ASL Auonomous Sysems Lab knowledge, daa base mission commands Localizaion Map Building environmen model local map posiion global map Cogniion Pah

More information

Dynamic Networks for Motion Planning in Multi-Robot Space Systems

Dynamic Networks for Motion Planning in Multi-Robot Space Systems Proceeding of he 7 h Inernaional Symposium on Arificial Inelligence, Roboics and Auomaion in Space: i-sairas 2003, NARA, Japan, May 19-23, 2003 Dynamic Neworks for Moion Planning in Muli-Robo Space Sysems

More information

Lecture 5: DC-DC Conversion

Lecture 5: DC-DC Conversion 1 / 31 Lecure 5: DC-DC Conversion ELEC-E845 Elecric Drives (5 ECTS) Mikko Rouimo (lecurer), Marko Hinkkanen (slides) Auumn 217 2 / 31 Learning Oucomes Afer his lecure and exercises you will be able o:

More information

Increasing Measurement Accuracy via Corrective Filtering in Digital Signal Processing

Increasing Measurement Accuracy via Corrective Filtering in Digital Signal Processing ISSN(Online): 39-8753 ISSN (Prin): 347-67 Engineering and echnology (An ISO 397: 7 Cerified Organizaion) Vol. 6, Issue 5, ay 7 Increasing easuremen Accuracy via Correcive Filering in Digial Signal Processing

More information

HIGH THROUGHPUT EVALUATION OF SHA-1 IMPLEMENTATION USING UNFOLDING TRANSFORMATION

HIGH THROUGHPUT EVALUATION OF SHA-1 IMPLEMENTATION USING UNFOLDING TRANSFORMATION VOL., NO. 5, MARCH 26 ISSN 89-668 26-26 Asian Research Publishing Nework (ARPN). All righs reserved. HIGH THROUGHPUT EVALUATION OF SHA- IMPLEMENTATION USING UNFOLDING TRANSFORMATION Shamsiah Bini Suhaili

More information

Prediction of Pitch and Yaw Head Movements via Recurrent Neural Networks

Prediction of Pitch and Yaw Head Movements via Recurrent Neural Networks To appear in Inernaional Join Conference on Neural Neworks, Porland Oregon, 2003. Predicion of Pich and Yaw Head Movemens via Recurren Neural Neworks Mario Aguilar, Ph.D. Knowledge Sysems Laboraory Jacksonville

More information

BOUNCER CIRCUIT FOR A 120 MW/370 KV SOLID STATE MODULATOR

BOUNCER CIRCUIT FOR A 120 MW/370 KV SOLID STATE MODULATOR BOUNCER CIRCUIT FOR A 120 MW/370 KV SOLID STATE MODULATOR D. Gerber, J. Biela Laboraory for High Power Elecronic Sysems ETH Zurich, Physiksrasse 3, CH-8092 Zurich, Swizerland Email: gerberdo@ehz.ch This

More information

Development of Pulse Width Modulation LED drive

Development of Pulse Width Modulation LED drive ISSN 23069392, Inernaional Journal of Technology People Developing, Vol. 2, No. 3, DEC. 2012 Developmen of Pulse Widh Modulaion LED drive YuanPiao. Lee 1 ShihKuen. Changchien 2 ChainKuo Technology Universiy,

More information

Optimal configuration algorithm of a satellite transponder

Optimal configuration algorithm of a satellite transponder IOP Conf. Series: Maerials Science and Engineering 4 (06) 0098 doi:0.088/757-899x/4//0098 Opimal configuraion algorihm of a saellie ransponder M S Sukhodoev, I I Savenko, Y A Marynov, N I Savina and V

More information