The article consider the influence of illumination and distance on the recognition quality for various models of neural networks of embedded systems. The platforms on which the testing was carried out, as well as the models used, are described. The results of the study of the influence of illumination on the quality of recognition are presented.
Keywords: artificial intelligence, computer vision, embedded systems, pattern recognition, YOLO, Inception, Peoplenet, ESP 32, Sipeed, Jetson, Nvidia, Max
The subject of this article is the development of a behavior pattern with AI elements for an opponent bot in the single-player game Steal Tower. The essence of which is to collect resources to build a tower faster than opponents. To create the illusion that the same people are playing against the player, an imitation stochastic model based on the Monte Carlo method for Markov chains has been developed. Based on the results of its tests, balanced system parameters were determined, which are embedded in the behavioral pattern of the bot, which is implemented using the Enum AIStates enumeration consisting of five states: Idle (inactivity), GoTo (movement) and GoToWarehouse (return to the warehouse), Win (victory), Loose (scoring). Each of them has developed functions for the optimal behavior of the bot given in the article. So for the GoTo state, functions have been created that analyze the benefits of different types of behavior: steal or collect, or walk to the warehouse or to the tower.
Keywords: game intelligence, behavioral pattern, live world emulation, bot behavior scenario, state structure, Markov chains, Monte Carlo method, simulation model, Unity environment, C# language
A programming method based on the ESC pattern is presented. The relevance of the work is due to the fact that the object-oriented approach is one of the most popular and sought-after ways to develop an information product due to a huge regularly updated selection of various methods, templates and ways of its implementation. The most significant of them is Entity System Component (ESC). This method of implementing OOP allows you to make the software product flexible and extensible. The ESC pattern is based on the reactive programming method and divides the entire code architecture into three components: entity, system, component. The tool package that implements the ESC pattern is the ESC DOTS package, designed for the Unity3D environment. The built-in Jobs System package provides the ability to work with multi-threaded programming in Unity. This package distributes threads created at runtime into groups of a certain type, which have a strictly limited execution time. Thus, the task of enumerating an array of several hundred elements goes into a Temp type thread, which runs for one frame in Unity, and the enumeration of a million polygons of the Unity landscape is placed in a Persistent type thread, which has an unlimited time limit.
Keywords: object-oriented programming, Unity framework, ESC pattern, multi-threaded programming, reactive programming, extensible architecture, package manager
The article discusses methods for optimizing floating point calculations on microcontroller devices. Hardware and software methods for accelerating calculations are considered. Algorithms of Karatsuba and Schönhage-Strassen for the multiplication operation are given. A method for replacing floating-point calculations with integer calculations is proposed. Describes how to use fixed point instead of floating point. The option of using hash memory and code optimization is considered. The results of measuring calculations on the AVR microcontroller are presented.
Keywords: floating point calculations, fixed point calculations, microcontroller, AVR, ARM
The article discusses the application of machine vision methods for embedded systems using modern microcontrollers. Machine learning methods that are used in embedded systems to solve recognition problems, as well as neural network models, are described. The use of trained models for solving image recognition problems in embedded systems is proposed. The architectures of YOLOv3 and R-CN neural networks are compared. The Jetson TX2 hardware platform is considered. The results of comparing the calculation speed for different modes of the device are presented.
Keywords: machine vision, neural networks, artificial intelligence, embedded systems, pattern recognition, YOLO, RCN, Jetson, Tensorflow
The article describes the architectural techniques used in the process of developing case studies for assessing the professional skills of students, implemented as part of the educational process of the RSTU. The decision to use the interface as the center of architecture is justified. Possible problems in the process of developing the interface of the specified software are described, and ways of solving them are also presented. Thanks to the presented methods of building the project architecture, you can get rid of the main drawbacks associated with the dependence of the program code of the implemented product on the user interface. Increase the scalability and reliability of the application, while maintaining the overall quality and functionality.
Keywords: interface, user interface, architectural solution, loaded interface, software, pattern, messagebroker, coroutine, pseudo-stream, case
A description of the new assessment tools in the form of case tasks is given, which most fully reflect the level of mastering the professional competencies laid down in the study of the discipline. Case-meters include special problematic tasks, for the solution of which it is necessary to analyze the situation that requires updating the complex of professional knowledge. The results of this type of testing give a fairly complete picture of the professional and personal qualities of a specialist. The description of the developed special software for automatic checking of case tasks for assessing the professional skills of students in the discipline of the database is given.
Keywords: situational case, assessment tools, tests, assessment, case tasks, software application, design