pawn | Princeton Automated WordNet | Natural Language Processing library
kandi X-RAY | pawn Summary
kandi X-RAY | pawn Summary
The Princeton Automated WordNet (PAWN) is a multi-lingual (English-French-Russian) WordNet built by matching lemmas in French and Russian to existing synsets in the Princeton English WordNet PWN using a word-vector approach paired with automated machine translation. The repository provides these word-synset matchings through a python API wrapping the Natural Language ToolKit (NLTK) WordNet Corpus that allows for accessing nodes in the WordNet graph by inputting words in any of the three languages. The API emulates that provided for PWN by NLTK. PWN synsets that do not have corresponding synsets in French or Russian are displayed as dummy synsets in those languages. The morphological root form of words is determined by TreeTagger lemmatization if its Python wrapper (treetaggerwrapper) is available; otherwise a rough heuristical morphology is used for French and an independent morphology analyzer (pymorphy2) is used for Russian. The module is implemented for Python 3.5.3 and depends on nltk, pymorphy2, and ujson. This code is based on Automated WordNet Construction Using Word Embeddings, published in the SENSE Workshop at EACL 2017, and is joint work with Andrej Risteski, Christiane Fellbaum, and Sanjeev Arora (
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Top functions reviewed by kandi - BETA
- Load a language
- Calculate the set of synset maps
- Loads word counts from file
- Load all word2synsets
- Get a lemmas
- Return a Lemma object for a given synset
- Create a synset by name
- Wrapper for synset methods
- Update synset
- Get a list of synnsets for a given word
- Return morphy token
- Decorator to ensure the language is loaded
- Return list of lemmas
- Return a lazy function
- List of lemmas
- Wraps an object method on the given object
pawn Key Features
pawn Examples and Code Snippets
Community Discussions
Trending Discussions on pawn
QUESTION
I'm making chess in c++, by making an array of pointers to class Piece
.
ANSWER
Answered 2022-Mar-08 at 13:32QUESTION
I am currently making a game where a player can go from third person view, walking around to transition into a vehicle.
I have thought about using a transmitter/receiver type set up, but I think my way of simplifying it isn't correct.
I am using assets from third parties for controllers that use inputs. My plan was to enable/disable the appropriate script and camera from the object I want to control. I've gotten as far as being able to disable the previous controller and enable the next, though I can't go back to enabling since the script obviously doesn't run anymore.
Question/RequestI'd like to be able to reference the pawn's input component script in a different component script on the same gameobject to then be able to enable/disable the aformentioned component, though the issue is that the input controllers have variable names (Different names depending on the third party on each pawn).
Here's how I have it set up:
I have a PlayerTransmitter
that handles the basics of turning things on and off. I tried making this where all of the inputs are being handled, but I don't want to have to change the original controller scripts to look at this script. This is on an empty game object and handles the 'state' of the player, (walking or in which vehicle).
on each pawn gameobject (The walking pawn CleanerPawn
and the vehicle TractorPawn
), I've added a script called InputReceiver
. This was originally intended to pass the inputs from the PlayerTransmitter
to the actual controller on the object itself.
Right now, the walking pawn has a component called AdvancedWalkerController
(You may know the one I'm talking about) that controls the player walking movement and the vehicle has a component called VehicleController
which controls how the vehicle moves and handles.
CleanerPawn
TractorPawn
The two images above show that I am using the same InputReceiver
component on both pawns. My plan was to pass in each pawn's input controller (temporarily named CleanerController
) and then enable/disable that input controller depending on the PlayerTransmitter
'state'.
The InputReceiver
currently looks like this:
ANSWER
Answered 2022-Feb-14 at 23:49I would recommend you to have a Controller Script. This named "CameraController" for example and has a Method to switch between the Modes. This would also make it possible to have even more Options. For Example you could use an Enum to define which modes exist:
QUESTION
I'm trying to understand how to call events between client and server. My goal for now is simple. I want to create anything that is interactable for 2 players.
Easiest thing I could think of was cube that is switching color when clicked. So I did create actor based blueprint, checked "Replicates" and AlwaysRelevant to be sure. PlayerController is also replicated and there is no pawn needed.
SM is just static mesh if that is important. As far as I know client have no authority to call multicast events so I wanted to push it through server but it stops there. Called from server works as expected and color itself IS replicated to client, however client cannot change color himself.
What am I missing in this concept? I've watched like 5 videos about replication and I started to think there is something missing which is either obvious for everyone but me or their examples do not need things I do here.
...ANSWER
Answered 2021-Aug-05 at 22:53As you've found out, a player's client can not directly call server RPCs on actors which the player does not own. Calls must be routed through that player's PlayerController. The server copy of the player's PlayerController can then call server methods on server-owned actors.
Another issue is that you seem to be using both RPCs and replicated properties for the same purpose. Unclear to me why changed
is replicated since you're modifying it in a multicast event which normally runs on all the machines. This is a recipe for hard to find race condition bugs.
Replication in Unreal is definitely one of the harder concepts to get the hang of. The resource that helped me the most is this guide which while quite dated, is both comprehensive and to the point.
QUESTION
I have a DataFrame whose first 3 rows look like this:
...ANSWER
Answered 2022-Feb-07 at 08:16You can use groupby
to apply
value_counts
after binning the data with pandas.cut
:
QUESTION
I am trying to make a chess game in java, by having a class of pieces and a subclass for each piece. However, When I try to draw the pieces, The position doesn't seem to register.
Here is my Piece class:
...ANSWER
Answered 2022-Jan-22 at 08:44It's really important to read the documentation, especially for something that is (to my simple brain), complicated.
If you have a read of the documentation for AffineTransform#scale
Concatenates this transform with a scaling transformation
(emphis added by me)
This is important, as it seems to apply that each time you call it, it will apply ANOTHER scaling operation.
Based on your avaliable code, this means that when the Piece
is created, a scale is applied and the each time it's painted, a new scale is applied, until you're basically scaled out of existence.
Sooo. I took out your init
(applied the scale within the constructor directly instead) and update
methods and was able to get a basic result
Scaling from 1.0
, 0.75,
0.5,
0.25and
0.1` (it's there but I had to reduce the size of the output)
QUESTION
I'm making a game engine for a board game called Blockade and right now I'm trying to generate all legal moves in a position. The rules aren't exactly the same as the actual game and they don't really matter. The gist is: the board is a matrix and you move a pawn and place a wall every move.
In short, I have to find whether or not a valid path exists from every pawn to every goal after every potential legal move (imagine a pawn doesn't move and a wall is just placed), to rule out illegal moves. Or rather, if I simplify it to a subproblem, whether or not the removal of a few edges (placing a wall) removes all paths to a node.
Brute-forcing it would take O(k*n*m), where n and m are the board dimensions and k is the number of potential legal moves. Searching for a path (worst case; traversing most of the board) is very expensive, but I'm thinking with dynamic programming or some other idea/algorithm it can be done faster since the position is the same the wall placement just changes, or rather, in graph terms, the graph is the same which edges are removed is just changed. Any sort of optimization is welcome.
Edit:To elaborate on the wall (blockade). A wall is two squares wide/tall (depending on whether it's horizontal or vertical) therefore it will usually remove at least four edges, eg:
p | r
q | t
In this 2x2 matrix, placing a wall in the middle (as shown) will remove jumping from and to:
p and t, q and r, p and r, and q and t
ANSWER
Answered 2021-Dec-21 at 20:35A few suggestions:
To check if there's a path from A to B after ever
Every move removes a node from the graph/grid. So what we want to know is if there are critical nodes on the path from A to B (single points that could be blocked to break the path. This is a classic flow problem. For this application you want to set the vertex capacity to 1 and push 2 units of flow (basically just to verify that there are at least 2 paths). If there are 2 paths, no one block can disconnect you from the destination. You can optimize it a bit by using an implicit graph, but if you're new to this maybe create the graph to visualize it better. This should be O(N*M), the size of your grid.
Optimizations
Since this is a game, you know that the setup doesn't change dramatically from one step to another. So, you can keep track of the two paths. If the blocade is not placed on any of the paths, you can ignore it. You already have 2 paths to destination.
If the block does land on one of the paths, cancel only that path and then look for another (reusing the one you already have).
You can also speed up the pawn movement. This can be a bit trick, but what you want is to move the source. I'm assuming the pawn moves only a few cells at a time, maybe instead of finding completely new paths, you can simply adjust them to connect to the new position, speeding up the update.
QUESTION
I currently have a painting with 64 tiles, each color is defined. Grey is a valid position, black is an invalid position (a wall), green is player pawn 1 and red is player pawn 2. When player 1 clicks on his green pawn he can choose to duplicate himself on a valid tile close to him (Grey) or jump on the 2nd tile close to him. If ever the green pawn is a tile close to the red pawn it becomes green Now what I'm looking for is.
How to search for all valid positions either a ready tile or jump on the 2nd and correctly checked what is there afterwards.
...ANSWER
Answered 2021-Dec-20 at 08:26You already have the matrix representing your board game, so you just have to check for the -1 and +1 squares.
QUESTION
I'm trying to create a swing chessboard with icons and i have trouble with putting the icons onto the JButtons using a HashMap. Here are the classes that i'm working with:
Main Class
...ANSWER
Answered 2021-Nov-23 at 23:12The problem may be in your PieceKey
equals
method. You are using incorrectly PieceType
while using instanceof
:
QUESTION
I am trying to create a chess game using html and js. Here is part of my HTML code -
...ANSWER
Answered 2021-Nov-17 at 17:02The problem is that you are appending a new image that does not have onclick
event listener, id or a className. So you would have to add those to the new appended image.
But even if you do that there is another problem which is that the image onclick
and the onclick
of the square that the new image is on will both fire at the same time making the image just move in its place.
To solve both of these problems in a simple way I suggest that you just add the move
handler to all the squares and then inside check if the current square has any child nodes. If it does then just return.
QUESTION
After a few days of my question being closed, and my edits that would answer all of the questions in the comments not being approved, I have decided to re-post with a few changes.
I am new to c++, but I am an experienced programmer. I am trying to create a chess engine, as I have done it in python but I want it faster. I am storing my chess board as a 2d array of Piece pointers.
chessBoard.h
...ANSWER
Answered 2021-Sep-09 at 18:49The objects bq_r
etc. defined in your Chess::Chess()
constructor have their lifetimes end when the constructor finishes, so the array is full of dangling pointers which can't validly be used.
I'd recommend instead:
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Install pawn
You can use pawn like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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