343 projects tagged "Artificial Intelligence"
The Freehand Formula Entry System is a research prototype for recognizing online handwritten mathematical notation, developed jointly by researchers in New Zealand, the United States and Canada. A user draws expressions with a mouse or data tablet, and LaTeX, a bitmap, and an operator tree are produced as output. Symbol recognition and expression interpretation are performed as the user draws.
RuStem is a fast Ruby module with the the Porter stemming algorithm (a process for removing the commoner morphological and inflexional endings from words in English; its main use is as part of a term normalisation process that is usually done when setting up Information Retrieval systems).
TinySoar is an implementation of the Soar artificial intelligence architecture that is intended to run on a memory-constrained device, like a robot. Soar is a "real time'' performance runtime that incorporates acting, planning, and learning in a rule-based framework. TinySoar includes alternative firmware for the Lego Mindstorms RCX, so you can control a Lego robot with a Soar agent.
BioJava aims to provide a comprehensive set of Java components for the rapid development of applications in Bioinformatics. It contains interfaces for representing Sequences, Features, and other important bioinformatics concepts. It can also read and write sequence data in a variety of common formats and communicate with Ensembl databases and with DAS and BioCorba servers.
Narval is a framework dedicated to the setting up of intelligent personal assistants (IPAs). It includes a language, an interpreter, and a GUI/IDE. It is based on artificial intelligence and agent technologies. It executes recipes (sequences of actions) to perform tasks. It is easy to specify new actions using XML and to implement them using Python. Recipes can be constructed graphically (without programming) by linking blocks representing the actions.
The RoboCup Soccer Simulator is a platform for evaluating multiple autonomous intelligent agents in a realworld-like domain. The simulator allows two teams of 11 players and one coach to interact in a simulated game of soccer. The team members connect to the simulator using UDP sockets and must perform complex behaviors using only a few basic commands, primarily dash, kick, turn, and catch, based on noisy and infrequent sensor information provided by the simulator. This simulator is used in the simulation league of the RoboCup competition.