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We describe an improved method for comparative modeling, RosettaCM, which optimizes a physically realistic all-atom energy function over the conformational space defined by homologous structures. Given a set of sequence alignments, RosettaCM assembles topologies by recombining aligned segments in Cartesian space and building unaligned regions de novo in(More)
We use case-injected genetic algorithms (CIGARs) to learn to competently play computer strategy games. CIGARs periodically inject individuals that were successful in past games into the population of the GA working on the current game, biasing search toward known successful strategies. Computer strategy games are fundamentally resource allocation games(More)
We investigate the use of genetic algorithms to play real-time computer strategy games. To overcome the knowledge acquisition bottleneck found in using traditional expert systems, scripts, or decision trees we use genetic algorithms to evolve game players. The spatial decision makers in our game players use influence maps as a basic building block from(More)
We use case-injected genetic algorithms for learning how to competently play computer strategy games. Case-injected genetic algorithms combine genetic algorithm search with a case-based memory of past problem solving attempts to improve performance on subsequent similar problems. The case-injected genetic algorithm improves performance on later problems in(More)
First-person shooter robot controllers (bots) are generally rule-based expert systems written in C/C++. As such, many of the rules are parameterized with values, which are set by the software designer and finalized at compile time. The effectiveness of parameter values is dependent on the knowledge the programmer has about the game. Furthermore, parameters(More)
We investigate the use of genetic algorithms to evolve AI players for real-time strategy games. To overcome the knowledge acquisition bottleneck found in using traditional expert systems, scripts, or decision trees we evolve players through co-evolution. Our game players are implemented as resource allocation systems. Influence map trees are used to analyze(More)
We investigate the use of genetic algorithms to play real-time computer strategy games and focus on solving the complex spatial reasoning problems found within these games. To overcome the knowledge acquisition bottleneck found in using traditional expert systems, scripts, and decision trees as done in most game AI, we use genetic algorithms to evolve game(More)
Previous work has demonstrated that providing a verbal description of a wine impairs its recognition (Melcher and Schooler, 1996 Journal of Memory and Language 35 231-245). It was proposed that the effect was due to disruption of the perceptual memory by the verbalisation process as seen in face recognition. A similar impairment can be observed in face(More)
In 3 experiments, participants decided whether sensory and functional features were true of living and nonliving concepts. In Experiments 1 and 2, concepts were presented twice: test phase followed study phase after either 3 min (Experiment 1) or 3 s (Experiment 2). At test, concepts were paired with the same feature as that at study, or a different feature(More)