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EN
This paper provides practical guidelines for developing strong AI agents based on the Monte Carlo Tree Search algorithm in a game with imperfect information and/or randomness. These guidelines are backed up by series of experiments carried out in the very popular game - Hearthstone. Despite the focus on Hearthstone, the paper is written with reusability and universal applications in mind. For MCTS algorithm, we introduced a few novel ideas such as complete elimination of the so-called nature moves, separation of decision and simulation states as well as a multi-layered transposition table. These have helped to create a strong Hearthstone agent.
EN
Embedded platforms with GPU acceleration, designed for performing machine learning on the edge, enabled the creation of inexpensive and pervasive computer vision systems. Smartphones are nowadays widely used for profiling and tracking in marketing, based on WiFi data or beacon-based positioning systems. We present the Arahub system, which aims at integrating world of computer vision systems with smartphone tracking for delivering data useful in interactive applications, such as interactive advertisements. In this paper we present the architecture of the Arahub system and provide insight about its particular elements. Our preliminary results, obtained from real-life test environments and scenarios, show that the Arahub system is able to accurately assign smartphones to their owners, based on visual and WiFi/Bluetooth positioning data. We show the commercial value of such system and its potential applications.
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