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JLP
2002
90views more  JLP 2002»
15 years 7 days ago
Combining programs and state machines
State machines consume and process actions complementary to programs issuing actions. State machines maintain a state and reply with a boolean response to each action in their int...
Jan A. Bergstra, Alban Ponse
108
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CONNECTION
2004
94views more  CONNECTION 2004»
15 years 12 days ago
Evolving internal memory for T-maze tasks in noisy environments
In autonomous agent systems, internal memory can be an important element to overcome the limitations of purely reactive agent behaviour. This paper presents an analysis of memory r...
DaeEun Kim
114
Voted
AIIDE
2008
15 years 2 months ago
Dynamic Expansion of Behaviour Trees
Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cum...
Gonzalo Flórez Puga, Marco Antonio Gó...
110
Voted
FPL
1999
Springer
147views Hardware» more  FPL 1999»
15 years 4 months ago
Synthia: Synthesis of Interacting Automata Targeting LUT-based FPGAs
This paper details the development, implementation, and results of Synthia, a system for the synthesis of Finite State Machines (FSMs) to field-programmable logic. Our approach us...
George A. Constantinides, Peter Y. K. Cheung, Wayn...
CORR
2007
Springer
100views Education» more  CORR 2007»
15 years 16 days ago
Interference Automata
We propose a computing model, the Two-Way Optical Interference Automata (2OIA), that makes use of the phenomenon of optical interference. We introduce this model to investigate th...
M. V. Panduranga Rao