This is a Project page, written Fri Jan 11 13:01:07 PST 2008.
Games needs graphics and models:
Other subjects deal with the graphics. Here, we deal with the model.
Our game concerns the ancient and stressful act of
getting married.
Not everyone
gets married and some of us never should. It just does not work for some people:
Those of us who do get married, need all the help they can get.
Note that the goal of producing a "great wedding" is a non-linear problem: produce the best wedding possible using the least cost. Not all is possible. Trade-offs will have to be made. One problem is all this is the dependencies between decisions. For example,
Also note that the wedding planner and the ?happy couple are not always sharing the same goals. The wedding planner may have left over stock of some material they want to sell to the couple- but the couple may not be convinced that they need it.
Note that your tool has to be an inference engine and a knowledge base. Part of the art of AI programming is showing that the same inference engine can run over multiple knowledge bases. So pick any two of the following weddings and try to model some of the rituals.
Note: you won't be able to model all of any of these. To make the task manageable, pick some part of the whole problem; e.g. try to model one of banquets in the movie.
This is a Project page, written Fri Jan 11 13:31:40 PST 2008.
The STAR tool, discussed in class, is a decision support aid for model-based software engineering.
STAR has a search bias. It only explores options using a very dumb search device called simulated annealing. Your task is to check how different biases change the results of that tool
For all the above except stability, less is more (i.e. the lower the numbers, the better).
You will explore the above using simulated annealing and any three of the following:
(And, for extra credit, explore more than 3 including items not on this list.)
Reports: You will hand in a PDF (ten pages make) document in format of the ACM Sig proceedings: template.
This is a Project page, written Thu Nov 22 22:45:32 EST 2007.
(Note: do not attempt this project till you have completed Lab1.)
In Lab1, you were shown how to:
Your task in this project is to apply that knowledge to show you understand Norvig's LISP code in chapters 1,2,3. For each chapter:
Only do code from the following sections:
Modify the grammar on page 30 of Norvig to describe the sequence of cs/ee subjects required to get a cs/ee/ce degree at WVU.
Comment your code
Zip up the entire "proj1" directory to "proj1.zip"
Submit the zip to Ecampus.
This is a Project page, written Thu Nov 22 22:46:17 EST 2007.
See http://menzies.us/csx72/src/week5/proj2a.txt.
This is a Project page, written Thu Nov 22 23:00:17 EST 2007.
See http://menzies.us/csx72/doc/cs572/proj2.txt
This is a Project page, written Thu Nov 22 22:46:49 EST 2007.
See http://menzies.us/csx72/doc/cs472/proj3a.txt
This is a Project page, written Thu Nov 22 22:47:51 EST 2007.
See http://menzies.us/csx72/doc/cs572/proj3b.txt
This is a Project page, written Thu Nov 22 22:50:14 EST 2007.
See http://menzies.us/csx72/doc/cs572/proj4b.txt
This is a Syllabus | Project page, written Thu Nov 22 21:59:00 EST 2007.
There are two grading schemes:
All CS472 students with a GPA below 3.5 must use scheme A.
All advanced AI students (CS572) students must use scheme B.
All other students get to choose, provided the lecturer gives permission.
| week | A (with exams) | B (with no exams) | Marks | 4 | Project1 | Project1 | 10 |
| 7 | Mid-term | Project2b | 20 |
| 10 | Project2a | Project3b | 20 |
| 13 | Project3a | 20 | |
| 14 | Project4b (presentation) | 20 | |
| 17 | Final exam | Project 4b (written submission) | 30 |
Final marks:
Assignments can be submitted up to three days after the due date, at a late penalty of 2.5 marks per day.
After 3 days late, assignments will get a grade of zero.
AI and advanced AI techniques. Spring 2008. LCSEE, WVU