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Cryptomni is a program which can encrypt and decrypt files using the one-time pad cipher. If a key is truly random, kept secret, and never reused, this encryption algorithm can be proven to be unbreakable.
The simpliZia-program implements the simplex-algorithm and is designed to help students of Operations Research to understand and learn the algorithm. This is a german project, source and program are actually written in german.
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Wodka is the implementation of a genetic algorithm (GA) that can bread two dimensional structures that might be used as robots in sodarace competitions.
This project is a compression utility that supports different kinds of compression algorithm. For starters the following formats are supported (zip, jar, tar, gzip, bzip2). More compression format will be supported in the future.
RL HNFP is a neuro Fuzzy model which can automatic generate set of rule. So it can implement in domain although human don't have knowledge on it. This project implement that algorithm in Java so other people can use that for their application
The project implements Dana Angluin's learning algorithm with intent to look into the possibility of computational learning of changing (shifting) information.
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Type setting engine in Java. Uses an algorithm similar to Tex to layout text and images on a page and create a pdf output, supports multiple columns and images, which can be placed at arbitrary positions, spawm columns etc.
Project Tokaf is an general implementation of top-k algorithm. It provides interfaces for all modules that are needed. It also features user preferences module, for computing new preferences and manipulating existing ones.
KNN-WEKA provides a implementation of the K-nearest neighbour algorithm for Weka. Weka is a collection of machine learning algorithms for data mining tasks. For more information on Weka, see http://www.cs.waikato.ac.nz/ml/weka/.
DrPangloss is a python implementation of a three operator genetic algorithm, complete with a java swing GUI for running the GA and visualising performance, generation by generation
This project intends to create an indexing search engine, for knowledge management. The primary object is to apply an information retrieval core. And implement a knowledge data discovery theory such as data mining algorithm, text mining.
Private-key, symmetrical (same password to encrypt and decode) file encryption with 8-bit to 2147483647-bit (2^3 to 2^31) encryption using my own algorithm and my own extension of MD5 (http://blog.robtoth.net/2009/06/tencryption-computer-programming.html
A Java implementation of the NEAT algorithm as created by Kenneth O Stanley. Also provides a toolkit for further experiments to be created and can provide both local and distributed learning environments.
Galapagos is a Genetic Algorithm framework written in Java 5 with the intended audience of undergraduates in an Artificial Intelligence class. The goal of Galapagos is usability: a competent student should be able to learn this library in an afternoon.
StrMatch is a simple java program, created for educational purposes, that allows user to test a great part of string matching algorithms.
An intuitive user interface shows each algorithm step accurately...
QMCMinimizer is a java-swing based aplication. It's designed with the purpose to be used as a tool on university degrees such as computer science, for teaching the process of boolean function simplification, through the Quine-McCluskey algorithm.
musicomp is a program which most important element is an evolutionary algorithm which uses data mining methods as a fitness function to generate monophone melodies.
jGABL (the Java Graph Algorithm Base Library) is a java library for the implementation of graph algorithms. It covers a hierarchy of graph concepts, various graph implementations, and algorithm animation.
This project provides a JAVA library and a graphical user interface which implement the "FastICA" algorithm based on the paper "Fast and Robust Fixed-Point Algorithms for Independent Component Analysis (ICA)" by Aapo Hyvärinen.
This is an attempt to make a X vs. O game, without using a back-tracing, or any other time wasteful algorithm. Instead, an arrays of bonuses are used. Bonuses are given for each move, after which empty fields are sorted.
In imitative learning, an agent will attempt to match what is observed to their memory. By visualizing the incorrectly matches "scenes", this project will allow algorithm developers to gain a better understanding of what causes their algorithms to fail.