Parsing existing earthquake data with supercomputers to predict future motions and effects Computer Science |
- Parsing existing earthquake data with supercomputers to predict future motions and effects
- Master’s CS thesis topic related to logic?
- Diving into various tree traversal algorithms
- Reconnaissance Blind Chess - Join the NeurIPS Competition!
- OOP and memory allocations.
Parsing existing earthquake data with supercomputers to predict future motions and effects Posted: 27 Aug 2021 02:07 PM PDT |
Master’s CS thesis topic related to logic? Posted: 27 Aug 2021 08:49 PM PDT Hey everyone, I recently started my master's in CS, and I decided to do a thesis since I loved research in my undergrad, and I want to pursue a PhD. The only issue is that I'm having a bit of a hard time coming up with a topic related to what I'm interested in that isn't already done to death and has some practicality. I really enjoy formal logic (PL and FOPL), and, for my bachelor capstone course I created an educational tool for FL. So, I guess it would be fair to say I'm interested in computational logic. My current ideas are to either improve my natural deduction algorithm to handle stronger arguments, generate random logic expressions, or some other educational tool. If it helps, I'm also interested in optimizing the performance of certain algorithms in logic. I guess my question is: what is a good research topic for a master's (1 yr) thesis? I'm not very knowledgable on what's hot in this sub field so some pointers would be greatly appreciated! [link] [comments] |
Diving into various tree traversal algorithms Posted: 28 Aug 2021 01:19 AM PDT |
Reconnaissance Blind Chess - Join the NeurIPS Competition! Posted: 27 Aug 2021 10:27 AM PDT Create a bot for the NeurIPS 2021 competition in Reconnaissance Blind Chess! Reconnaissance Blind Chess is a chess variant designed for new research in artificial intelligence. RBC includes imperfect information, long-term strategy, explicit observations, and almost no common knowledge. These features appear in real-world scenarios, and challenge even state of the art algorithms. Each player of RBC controls traditional chess pieces, but cannot directly see the locations of her opponent's pieces. Rather, she learns partial information each turn by privately sensing a 3x3 area of the board. RBC's foundation in traditional chess makes it familiar and entertaining to human players, too! There is no cost to enter this tournament. Winners will receive a small monetary prize and authors of the best AIs will be invited talk about their bots at NeurIPS, the world's largest AI conference. Reconnaissance Blind Chess is now also a part of the new Hidden Information Games Competition (HIGC - http://higcompetition.info/) being organized by DeepMind and the Czech Technical University in Prague. Learn more, play a game of RBC yourself, and join our research community at https://rbc.jhuapl.edu ! Organized by: Johns Hopkins University Applied Physics Laboratory with Ashley J. Llorens (Microsoft Research) Todd W. Neller (Gettysburg College) Raman Arora (Johns Hopkins University) Bo Li (University of Illinois) Mykel J. Kochenderfer (Stanford University) [link] [comments] |
Posted: 27 Aug 2021 09:56 AM PDT So I've been thinking just how does OOP structure/allocate memory? Say I have a 'parent class' called 'entity', and then I make a 'Child class' called 'ship'. 'Ship' class also contains another class 'cannon'. Cannon can spawn other classes, 'bullets', which are based on 'entity'. Now I continuously spawn in ships while they're all flying around and shooting at each others. What will the memory look like in the program (I mean not on the hardware, but the ' Correct me if I'm wrong, but this is how I'm thinking of it right now. This is assuming relevant information is stored in entity, such as position for entity, and velocity and hp for ship, and fire interval for cannon, and bullets has life time. First I spawn two ships entity + ship + cannon + entity + ship + cannon ok, so now they start firing, and then another ship is added, and they all shoot. Memory would look like this now. entity + ship + cannon + entity + ship + cannon | + entity + bullet+ entity + bullet+ entity + ship + cannon + entity + bullet + entity + ship + cannon + entity + bullet + entity + bullet. Am I correct in this? So now if I run a script to update all ships... I'll fetch a lot of data of bullets into my cache? Correct? Then I wanna update my bullets life time, and again I'll be loading in ships into my cache line that I don't need. Yes? I may learn this later... but when is a memory block given by the OS? Does the program just put in whatever data it wants into that memory block? Bonus: If everything compiles to machine code, can't you use multiple languages together to make a program? For communication between the two languages, I suppose you'd need some kind of API that shares memory or something, since you have to compile them separately... [link] [comments] |
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