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131.
林巧民  林萍  王汝传 《微机发展》2010,(5):39-42,46
碰撞检测在三维游戏开发中是必不可少的环节。目前,主流游戏引擎大多采用基于层次包围体的碰撞检测算法,其基本思想是用一个相对简单的包围体逼近场景中复杂的物体。文中对当前三维游戏开发中常用的四种基于包围体的算法作了理论分析,并通过试验对四种不同的包围体算法作了性能测试。试验结果表明,紧密性越好的包围体其精度越高,但时间消耗也高。因此,在具体的游戏开发中,应根据实际游戏的特殊情况进行算法选用,才能取得较好的效果。  相似文献   
132.
介绍如何使用脚本语言在Torque引擎中实现武器的丢弃功能。  相似文献   
133.
冷宣兵  王平  张立 《计算机仿真》2010,27(2):162-165
研究证据理论是一种处理不确定问题的重要方法,以往的改进方法大都只关注证据的冲突问题。针对证据合成准则在不确定的证据源较多和识别的框架较大时计算复杂,容易得到错误合成结果,根据出现的问题,提出了一种证据合成准则的简便计算公式,公式模块化程度高,易于编程实现,降低了计算难度。给出了公式的具体算法步骤,算法主要通过矩阵运算来完成。仿真实例表明相对于原始公式,计算简便,易于实现,同时仿真结果也验证了公式和算法的正确性与有效性。  相似文献   
134.
For the all-ones lower triangular matrices, the upper and lower bounds on rigidity are known to match [P. Pudlak, Z. Vavrin, Computation of rigidity of order n2/r for one simple matrix, Comment Math. Univ. Carolin. 32 (2) (1991) 213-218]. In this short note, we apply these techniques to the all-ones extended lower triangular matrices, to obtain upper and lower bounds with a small gap between the two; we show that the rigidity is .  相似文献   
135.
This paper studies a special game with incomplete information, in which the payoffs of the players are both random and fuzzy. Such a game is considered in the context of a Bayesian game with the uncertain types characterized as fuzzy variables. A static fuzzy Bayesian game is then introduced and the decision rules for players are given based on credibility theory. We further prove the existence of the equilibrium of the game. Finally, a Cournot competition model with fuzzy efficiency under asymmetric information is investigated as an application and some results are presented.  相似文献   
136.
Iwata 《Algorithmica》2008,36(4):331-341
   Abstract. This paper presents a new algorithm for computing the maximum degree δ k (A) of a minor of order k in a matrix pencil A(s) . The problem is of practical significance in the field of numerical analysis and systems control. The algorithm adopts a general framework of ``combinatorial relaxation' due to Murota. It first solves the weighted bipartite matching problem to obtain an estimate
on δ k (A) , and then checks if the estimate is correct, exploiting the optimal dual solution. In case of incorrectness, it modifies the matrix pencil A(s) to improve the estimate
without changing δ k (A) . The present algorithm performs this matrix modification by an equivalence transformation with constant matrices, whereas the previous one uses biproper rational function matrices. Thus the present approach saves memory space and reduces the running time bound by a factor of rank A .  相似文献   
137.
We present a new method for automatically proving termination of term rewriting. It is based on the well-known idea of interpretation of terms where every rewrite step causes a decrease, but instead of the usual natural numbers we use vectors of natural numbers, ordered by a particular nontotal well-founded ordering. Function symbols are interpreted by linear mappings represented by matrices. This method allows us to prove termination and relative termination. A modification of the latter, in which strict steps are only allowed at the top, turns out to be helpful in combination with the dependency pair transformation. By bounding the dimension and the matrix coefficients, the search problem becomes finite. Our implementation transforms it to a Boolean satisfiability problem (SAT), to be solved by a state-of-the-art SAT solver.  相似文献   
138.
This research aims to develop a multiple-choice Web-based quiz-game-like formative assessment system, named GAM-WATA. The unique design of ‘Ask-Hint Strategy’ turns the Web-based formative assessment into an online quiz game. ‘Ask-Hint Strategy’ is composed of ‘Prune Strategy’ and ‘Call-in Strategy’. ‘Prune Strategy’ removes one incorrect option and turns the original 4-option item into a 3-option one. ‘Call-in Strategy’ provides the rate at which other test takers choose each option when answering a question. This research also compares the effectiveness of three different types of formative assessment in an e-Learning environment: paper-and-pencil test (PPT), normal Web-based test (N-WBT) and GAM-WATA. In total, 165 fifth grade elementary students (from six classes) in central Taiwan participated in this research. The six classes of students were then divided into three groups and each group was randomly assigned one type of formative assessment. Overall results indicate that different types of formative assessment have significant impacts on e-Learning effectiveness and that the e-Learning effectiveness of the students in the GAM-WATA group appears to be better. Students in the GAM-WATA group more actively participate in Web-based formative assessment to do self-assessment than students in the N-WBT group. The effectiveness of formative assessment will not be significantly improved only by replacing the paper-and-pencil test with Web-based test. The strategies included in GAM-WATA are recommended to be taken into consideration when researchers design Web-based formative assessment systems in the future.  相似文献   
139.
In this paper, an agent matching method for bilateral contracts in a multi-agent market is proposed. Each agent has a hierarchical representation of its trading commodity attributes by a tree structure of fuzzy attributes. Using this structure, the similarity between the trees of each pair of buyer and seller is computed using a new ordered fuzzy similarity algorithm. Then, using the concept of Stackelberg equilibrium in a leader–follower game, matchmaking is performed among the sellers and buyers. The fuzzy similarities of each agent with others in its personal viewpoint have been used as its payoffs in a bimatrix game. Through a case study for bilateral contracts of energy, the capabilities of the proposed agent-based system are illustrated.  相似文献   
140.
P2P MMOG中计算任务的分配问题研究   总被引:1,自引:1,他引:0  
P2P平台上的MMOG设计与C/S结构相比具有更好的可靠性和扩展性,但是需要新的数据存储和事件计算分配方法.本文提出小区的概念,并以小区为计算对象的基本分配单位,设计了节点可以自组织地寻找自己地计算和通信对象的方法.小区模型的方法通过确定节点的职能,对系统中的计算任务进行划分;而合理的计算分配保证了节点计算结果的正确性,以及进行安全的通信和数据发布;每个小区内部建立多个计算节点相互监督的多层计算模式,以确保系统的安全性.最后通过实验分析了该模型的计算和通信代价,指出在提高系统可靠性的同时,降低网络负载.  相似文献   
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