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: Data mining, which is the exploration of
knowledge from the large set of data, generated as a result of
the various data processing activities. Frequent Pattern Mining
is a very important task in data mining. The previous
approaches applied to generate frequent set generally adopt
candidate generation and pruning techniques for the
satisfaction of the desired objective. This paper shows how
the different approaches achieve the objective of frequent
mining along with the complexities required to perform the
job. This paper will also look for hardware approach of cache
coherence to improve efficiency of the above process. The
process of data mining is helpful in generation of support
systems that can help in Management, Bioinformatics,
Biotechnology, Medical Science, Statistics, Mathematics,
Banking, Networking and other Computer related
applications. This paper proposes the use of both upward and
downward closure property for the extraction of frequent item
sets which reduces the total number of scans required for the
generation of Candidate Sets.
Abstract: The belief decision tree (BDT) approach is a decision
tree in an uncertain environment where the uncertainty is represented
through the Transferable Belief Model (TBM), one interpretation
of the belief function theory. The uncertainty can appear either in
the actual class of training objects or attribute values of objects to
classify. In this paper, we develop a post-pruning method of belief
decision trees in order to reduce size and improve classification
accuracy on unseen cases. The pruning of decision tree has a
considerable intention in the areas of machine learning.