Math
This is my master thesis about exploiting structures in automated planning (through symmetry breaking). You can read it here: Exploiting structures in automated planning. The domains and problems, that were used for testing, are here: Domains.
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All articles about Vitebi algorithm, which I found, seemed too complicated and hard to understand. They either had too much theory and no examples, or too complex example without an abstract description. I will try to write a my own article and clarify things a little.
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It has been 8 years since I heard about Monty Hall problem for the first time. I never completely trusted the offical solution. The only solution I would completely trust is my own simulation of thousands of games, so I decided to make one and prove the rest of the world wrong.
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Official Metamath description has 211 pages. This is a "shrinked" version, which does not contain introduction to logic, history of logic, definitions and statements, that mathematicians and computer scientists are already familiar with. Explore it in MM Tool.
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I decided to write this article, because all other articles I found on the internet seemed too complicated and did not explain the basic principles. I will avoid formalism, but I am sure formalisms will be clear to you after reading this article.
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I needed a really fast Gaussian blur for one of my projects. After hours of struggling and browsing the internet, I finally found the best solution.
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Adobe Photoshop, Gimp and many other image editors have a tool called Curves. There are several "knots" and while you move them, it computes a curve in between. I always wondered, how is this curve computed.
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I have made a little tool. Here you can specify some binary relation over a finite set. Then you can generate a closure of it.
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This text was created as a credit work at subject Algorithms nad data structures II, MFF UK. It contains an implementation in C++ (at the end) and ActionScript 3.0 (in previous posts).
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I always wanted to try programming in JavaScript, so I decided to rewrite my implementation of Fortune's algorithm from C++ and ActionScript 3 into JavaScript.
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This work has been created as my credit exam at subject Nonprocedural programming at MFF UK. It is about solving sliding puzzle with Prolog programming language.
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In this article we will see how to implement some basic geometry functions in 2D space. We will wirte line segment intersection and circumcircle.
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I decided to extend my last graph drawing algorithm - I added a "z" coordinate (for position, forces etc.). I used Away3DLite libraries for drawing a graph.
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This post will be dedicated to drawing graphs in an aesthetically pleasing way. We will use physics "spring" algorithm, and create real-time simulation.
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Today we will take a look at recursive fractal drawing in ActionScript 3. We will draw a Sierpinski Triangle.
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This is lightweight (19 kB) matirx class written in C#, that includes basic matrix operations.
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