Abstract: In pattern clustering, nearest neighborhood point computation is a challenging issue for many applications in the area of research such as Remote Sensing, Computer Vision, Pattern Recognition and Statistical Imaging. Nearest neighborhood
computation is an essential computation for providing sufficient classification among the volume of pixels (voxels) in order to localize the active-region-of-interests (AROI). Furthermore, it is needed to compute spatial metric relationships of diverse area of imaging based on the applications of pattern recognition. In this paper, we propose a new methodology for finding the nearest neighbor point, depending on making a virtually grid of a hexagon cells, then locate every point beneath them. An algorithm is suggested for minimizing the computation and increasing the turnaround time of the process. The nearest neighbor query points Φ are fetched by seeking fashion of hexagon holistic. Seeking will be repeated until an AROI Φ is to be expected. If any point Υ is located then searching starts in the nearest hexagons in a circular way. The First hexagon is considered be level 0 (L0) and the surrounded hexagons is level 1 (L1). If Υ is located in L1, then search starts in the next level (L2) to ensure that Υ is the nearest neighbor for Φ. Based on the result and experimental results, we found that the proposed method has an advantage over the traditional methods in terms of minimizing the time complexity required for searching the neighbors, in turn, efficiency of classification will be improved sufficiently.
Abstract: Artificial Intelligence based gaming is an interesting topic in the state-of-art technology. This paper presents an automation of a tradition Omani game, called Al-Hawalees. Its related issues are resolved and implemented using artificial intelligence approach. An AI approach called mini-max procedure is incorporated to make a diverse budges of the on-line gaming. If number of moves increase, time complexity will be increased in terms of propositionally. In order to tackle the time and space complexities, we have employed a back propagation neural network (BPNN) to train in off-line to make a decision for resources required to fulfill the automation of the game. We have utilized Leverberg- Marquardt training in order to get the rapid response during the gaming. A set of optimal moves is determined by the on-line back propagation training fashioned with alpha-beta pruning. The results and analyses reveal that the proposed scheme will be easily incorporated in the on-line scenario with one player against the system.
Abstract: An automatic speech recognition system for the
formal Arabic language is needed. The Quran is the most formal
spoken book in Arabic, it is spoken all over the world. In this
research, an automatic speech recognizer for Quranic based speakerindependent
was developed and tested. The system was developed
based on the tri-phone Hidden Markov Model and Maximum
Likelihood Linear Regression (MLLR). The MLLR computes a set
of transformations which reduces the mismatch between an initial
model set and the adaptation data. It uses the regression class tree, as
well as, estimates a set of linear transformations for the mean and
variance parameters of a Gaussian mixture HMM system. The 30th
Chapter of the Quran, with five of the most famous readers of the
Quran, was used for the training and testing of the data. The chapter
includes about 2000 distinct words. The advantages of using the
Quranic verses as the database in this developed recognizer are the
uniqueness of the words and the high level of orderliness between
verses. The level of accuracy from the tested data ranged 68 to 85%.