Pub Date : 2025-11-06DOI: 10.3103/S0005105525700785
R. D. Sinitsyn
The problem of the impact of global interpreter locking on the performance of multithreaded applications in Python is considered. The concept of subinterpreters is described as a solution that circumvents the limitations of the GIL and ensure efficient parallel code execution. A comparative analysis of subinterpreters with traditional methods of parallel computing, such as the use of processes and threads, is carried out. Experimental results have shown that subinterpreters significantly increase performance in conditions of high computing loads. In addition, the possibilities of using subinterpreters in web development are explored. The advantages of using this approach for query processing and resource management in modern web applications are indicated, which can significantly improve their scalability and responsiveness. The novelty of this research lies in the in-depth analysis of subinterpreters in the context of specific use cases, which had not previously received sufficient coverage in the scientific literature. The results of the work emphasize the need for further study of subinterpreters as an alternative approach in Python and the interest of developers and researchers in the field of high-performance computing in this.
{"title":"Prospects for Improving the Performance of Parallel Computing Using Python Subinterpreter Technology","authors":"R. D. Sinitsyn","doi":"10.3103/S0005105525700785","DOIUrl":"10.3103/S0005105525700785","url":null,"abstract":"<p>The problem of the impact of global interpreter locking on the performance of multithreaded applications in Python is considered. The concept of subinterpreters is described as a solution that circumvents the limitations of the GIL and ensure efficient parallel code execution. A comparative analysis of subinterpreters with traditional methods of parallel computing, such as the use of processes and threads, is carried out. Experimental results have shown that subinterpreters significantly increase performance in conditions of high computing loads. In addition, the possibilities of using subinterpreters in web development are explored. The advantages of using this approach for query processing and resource management in modern web applications are indicated, which can significantly improve their scalability and responsiveness. The novelty of this research lies in the in-depth analysis of subinterpreters in the context of specific use cases, which had not previously received sufficient coverage in the scientific literature. The results of the work emphasize the need for further study of subinterpreters as an alternative approach in Python and the interest of developers and researchers in the field of high-performance computing in this.</p>","PeriodicalId":42995,"journal":{"name":"AUTOMATIC DOCUMENTATION AND MATHEMATICAL LINGUISTICS","volume":"59 2","pages":"S167 - S176"},"PeriodicalIF":0.5,"publicationDate":"2025-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145449639","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-11-06DOI: 10.3103/S000510552570075X
M. N. Kirsanov
The dependences of the first four frequencies of natural oscillations of a planar regular truss of the thrust type are obtained numerically. A model is used in which the mass of the truss is concentrated in its nodes. The Maxwell–Mohr formula is used to calculate the rigidity of the truss. For the first frequency, an analytical dependence on the number of panels is derived by the induction method using a simplified version of the Dunkerley method in the Maple computer mathematics system. Good agreement with the numerical result is shown. An analytical dependence of the static deflection of the truss on its dimensions and load is obtained.
{"title":"Deflection and First Natural Frequencies of a Regular Arched Truss Oscillation","authors":"M. N. Kirsanov","doi":"10.3103/S000510552570075X","DOIUrl":"10.3103/S000510552570075X","url":null,"abstract":"<p>The dependences of the first four frequencies of natural oscillations of a planar regular truss of the thrust type are obtained numerically. A model is used in which the mass of the truss is concentrated in its nodes. The Maxwell–Mohr formula is used to calculate the rigidity of the truss. For the first frequency, an analytical dependence on the number of panels is derived by the induction method using a simplified version of the Dunkerley method in the Maple computer mathematics system. Good agreement with the numerical result is shown. An analytical dependence of the static deflection of the truss on its dimensions and load is obtained.</p>","PeriodicalId":42995,"journal":{"name":"AUTOMATIC DOCUMENTATION AND MATHEMATICAL LINGUISTICS","volume":"59 2","pages":"S145 - S151"},"PeriodicalIF":0.5,"publicationDate":"2025-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145449682","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-11-06DOI: 10.3103/S0005105525700797
D. A. Khamatnurov, A. V. Shubin
The cooperative mechanics of multiplayer video games are typified. Cooperative game mechanics are key elements in gameplay design that determine how players interact in cooperative gameplay. Previous research in this area is analyzed and the main principles influencing the success of cooperative interaction are identified. Eight types of cooperative mechanics are identified and classified: cooperative, cooperative-emergent, altruistic, socio-economic, complementary, simultaneous control, penalty, and chain mechanics. The authors conclude that successful cooperative mechanics are built on the principles of complementary roles, the combination of different abilities, and the need to distribute tasks to achieve a common goal. The proposed classification contributes to the systematization of knowledge in the field of game design and can be useful for developers of multiplayer video games. In the future, this classification can be refined and expanded, taking into account the evolution of the industry and the emergence of new forms of cooperation.
{"title":"Typology of Cooperative Mechanics in Multiplayer Videogames","authors":"D. A. Khamatnurov, A. V. Shubin","doi":"10.3103/S0005105525700797","DOIUrl":"10.3103/S0005105525700797","url":null,"abstract":"<p>The cooperative mechanics of multiplayer video games are typified. Cooperative game mechanics are key elements in gameplay design that determine how players interact in cooperative gameplay. Previous research in this area is analyzed and the main principles influencing the success of cooperative interaction are identified. Eight types of cooperative mechanics are identified and classified: cooperative, cooperative-emergent, altruistic, socio-economic, complementary, simultaneous control, penalty, and chain mechanics. The authors conclude that successful cooperative mechanics are built on the principles of complementary roles, the combination of different abilities, and the need to distribute tasks to achieve a common goal. The proposed classification contributes to the systematization of knowledge in the field of game design and can be useful for developers of multiplayer video games. In the future, this classification can be refined and expanded, taking into account the evolution of the industry and the emergence of new forms of cooperation.</p>","PeriodicalId":42995,"journal":{"name":"AUTOMATIC DOCUMENTATION AND MATHEMATICAL LINGUISTICS","volume":"59 2","pages":"S131 - S137"},"PeriodicalIF":0.5,"publicationDate":"2025-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145449636","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-11-06DOI: 10.3103/S0005105525700748
A. O. Bondar, V. V. Kugurakova
Technical challenges in transferring game scenes among different game engines are examined. The key problems considered include differences in scene storage formats; the incompatibility of rendering and physics APIs; materials, shader, and animation data conversion challenges; and discrepancies in coordinate systems. Existing tools and methods are presented, including automated solutions for the export, conversion, and importation of data, with a particular focus on migrating content from Unreal Engine to Unigine. Fundamental approaches to the problem are also discussed, such as the use of universal interchange formats (FBX, glTF, and USD), the development of middleware, and modular scene design, which open future prospects for automation. The results are provided on the formal description of game-system logic and approaches to porting VR applications across different libraries. The conclusions make it possible to formulate practical recommendations for developers and outline directions for further research on the automated transfer of content between game engines.
{"title":"Problems, Solutions, and Prospects for Automated Transfer of Game Scenes between Game Engines","authors":"A. O. Bondar, V. V. Kugurakova","doi":"10.3103/S0005105525700748","DOIUrl":"10.3103/S0005105525700748","url":null,"abstract":"<p>Technical challenges in transferring game scenes among different game engines are examined. The key problems considered include differences in scene storage formats; the incompatibility of rendering and physics APIs; materials, shader, and animation data conversion challenges; and discrepancies in coordinate systems. Existing tools and methods are presented, including automated solutions for the export, conversion, and importation of data, with a particular focus on migrating content from Unreal Engine to Unigine. Fundamental approaches to the problem are also discussed, such as the use of universal interchange formats (FBX, glTF, and USD), the development of middleware, and modular scene design, which open future prospects for automation. The results are provided on the formal description of game-system logic and approaches to porting VR applications across different libraries. The conclusions make it possible to formulate practical recommendations for developers and outline directions for further research on the automated transfer of content between game engines.</p>","PeriodicalId":42995,"journal":{"name":"AUTOMATIC DOCUMENTATION AND MATHEMATICAL LINGUISTICS","volume":"59 2","pages":"S86 - S97"},"PeriodicalIF":0.5,"publicationDate":"2025-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145449524","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-11-06DOI: 10.3103/S0005105525700712
R. R. Gazizov, M. D. Belov
In this study, we present a method for creating a synthetic dataset using the MetaHuman framework to optimize the skinning of 3D models. This study focuses on improving the quality of skeletal deformation (skinning) through leveraging a diverse array of high-fidelity virtual human models. Using MetaHuman, we generated an extensive dataset made up of dozens of virtual characters with varied anthropometric features and precisely defined skinning weight parameters. These data were used to train an algorithm that optimizes the distribution of skinning weights between bones and the model surface. The proposed approach automates the weight rigging process, significantly reducing manual effort for riggers and increasing the accuracy of deformations in animation. Experimental results show that leveraging synthetic data reduces skinning errors and produces smoother character movements compared to traditional methods. The outcomes have direct applications in the video game, animation, virtual reality, and simulation industries, where the rapid and high-quality rigging of numerous characters is required. The method can be integrated into existing graphics engines and development pipelines as a plugin or tool, facilitating the adoption of this technology in practical projects.
{"title":"Metahuman Synthetic Dataset for Optimizing 3D Model Skinning","authors":"R. R. Gazizov, M. D. Belov","doi":"10.3103/S0005105525700712","DOIUrl":"10.3103/S0005105525700712","url":null,"abstract":"<p>In this study, we present a method for creating a synthetic dataset using the MetaHuman framework to optimize the skinning of 3D models. This study focuses on improving the quality of skeletal deformation (skinning) through leveraging a diverse array of high-fidelity virtual human models. Using MetaHuman, we generated an extensive dataset made up of dozens of virtual characters with varied anthropometric features and precisely defined skinning weight parameters. These data were used to train an algorithm that optimizes the distribution of skinning weights between bones and the model surface. The proposed approach automates the weight rigging process, significantly reducing manual effort for riggers and increasing the accuracy of deformations in animation. Experimental results show that leveraging synthetic data reduces skinning errors and produces smoother character movements compared to traditional methods. The outcomes have direct applications in the video game, animation, virtual reality, and simulation industries, where the rapid and high-quality rigging of numerous characters is required. The method can be integrated into existing graphics engines and development pipelines as a plugin or tool, facilitating the adoption of this technology in practical projects.</p>","PeriodicalId":42995,"journal":{"name":"AUTOMATIC DOCUMENTATION AND MATHEMATICAL LINGUISTICS","volume":"59 2","pages":"S98 - S114"},"PeriodicalIF":0.5,"publicationDate":"2025-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145449590","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-11-06DOI: 10.3103/S0005105525700724
Y. A. Karpeeva, M. R. Khafizov
Unique aspects of game design documentation development for massively multiplayer online role-playing games in virtual reality (VR) are considered. The relevance of and challenges in designing such games are discussed, existing approaches to creation and adaptation of documentation for VR are described, and such key issues in VR as network interaction, immersion, and the interaction of players and nonplayer characters controlled by artificial intelligence are defined. A methodological approach to the construction of a game design document for games of this genre is proposed, drawing on the example of a technical specification of several games having a focus on structuring and standardizing the document. Future directions are discussed, including formal descriptions of game logic for scene portability, perspectives on auto-automated VR porting, and tools for auto-generation. Finally, the importance of standardizing technical specifications is emphasized and directions for further research are suggested.
{"title":"Key Aspects of Developing a Game Design Document for Multiplayer Virtual Reality Games","authors":"Y. A. Karpeeva, M. R. Khafizov","doi":"10.3103/S0005105525700724","DOIUrl":"10.3103/S0005105525700724","url":null,"abstract":"<p>Unique aspects of game design documentation development for massively multiplayer online role-playing games in virtual reality (VR) are considered. The relevance of and challenges in designing such games are discussed, existing approaches to creation and adaptation of documentation for VR are described, and such key issues in VR as network interaction, immersion, and the interaction of players and nonplayer characters controlled by artificial intelligence are defined. A methodological approach to the construction of a game design document for games of this genre is proposed, drawing on the example of a technical specification of several games having a focus on structuring and standardizing the document. Future directions are discussed, including formal descriptions of game logic for scene portability, perspectives on auto-automated VR porting, and tools for auto-generation. Finally, the importance of standardizing technical specifications is emphasized and directions for further research are suggested.</p>","PeriodicalId":42995,"journal":{"name":"AUTOMATIC DOCUMENTATION AND MATHEMATICAL LINGUISTICS","volume":"59 2","pages":"S115 - S130"},"PeriodicalIF":0.5,"publicationDate":"2025-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145449591","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-11-06DOI: 10.3103/S0005105525700803
V. V. Chuikova, M. O. Tanygin
The paper analyzes the structure of a department’s memos to simplify a retrospective search among an array of documentation to identify groups of similar documents, which can greatly simplify the process of searching and working with them, as well as the creation of new standard documents.
{"title":"Internal Document Ontological Representation in the Main Activity of an Educational Organization","authors":"V. V. Chuikova, M. O. Tanygin","doi":"10.3103/S0005105525700803","DOIUrl":"10.3103/S0005105525700803","url":null,"abstract":"<p>The paper analyzes the structure of a department’s memos to simplify a retrospective search among an array of documentation to identify groups of similar documents, which can greatly simplify the process of searching and working with them, as well as the creation of new standard documents.</p>","PeriodicalId":42995,"journal":{"name":"AUTOMATIC DOCUMENTATION AND MATHEMATICAL LINGUISTICS","volume":"59 2","pages":"S177 - S182"},"PeriodicalIF":0.5,"publicationDate":"2025-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145449637","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-11-06DOI: 10.3103/S0005105525700736
M. V. Bobyr, V. P. Dobritsa, A. S. Sizov, A. A. Dorodnykh
At present, the development of ontological models for creating edges and their contours for moving objects in real time or close to it is an urgent task. An ontological model for implementing this process is shown in this article. The main algorithms for detecting object edges and constructing contours in an image and program codes for their implementation are considered in the article. It is noted that the Canny algorithm is the best for recognizing edges. At the same time, a serious drawback is observed, which consists in the fact that more than 50% of information about their contours is lost with insignificant movement of objects.
{"title":"Ontological Model for Creating Object Contours in an Image","authors":"M. V. Bobyr, V. P. Dobritsa, A. S. Sizov, A. A. Dorodnykh","doi":"10.3103/S0005105525700736","DOIUrl":"10.3103/S0005105525700736","url":null,"abstract":"<p>At present, the development of ontological models for creating edges and their contours for moving objects in real time or close to it is an urgent task. An ontological model for implementing this process is shown in this article. The main algorithms for detecting object edges and constructing contours in an image and program codes for their implementation are considered in the article. It is noted that the Canny algorithm is the best for recognizing edges. At the same time, a serious drawback is observed, which consists in the fact that more than 50% of information about their contours is lost with insignificant movement of objects.</p>","PeriodicalId":42995,"journal":{"name":"AUTOMATIC DOCUMENTATION AND MATHEMATICAL LINGUISTICS","volume":"59 2","pages":"S138 - S144"},"PeriodicalIF":0.5,"publicationDate":"2025-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145449638","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-11-06DOI: 10.3103/S0005105525700700
E. S. Bolshakov, V. V. Kugurakova
This paper explores the potential of generative neural network simulations, focusing on the application of reinforcement learning methods and neural world models for creating interactive worlds. Key achievements in agent training using reinforcement learning are discussed. Special attention is given to neural world models, as well as generative models such as Oasis, DIAMOND, Genie, and GameNGen, which employ diffusion networks to generate realistic and interactive game worlds. The opportunities and limitations of generative simulation models are examined, including issues that are related to error accumulation and memory constraints and their impact on the quality of generation. The conclusion presents suggestions for future research directions.
{"title":"Real-Time Generative Simulation of a Game Environment","authors":"E. S. Bolshakov, V. V. Kugurakova","doi":"10.3103/S0005105525700700","DOIUrl":"10.3103/S0005105525700700","url":null,"abstract":"<p>This paper explores the potential of generative neural network simulations, focusing on the application of reinforcement learning methods and neural world models for creating interactive worlds. Key achievements in agent training using reinforcement learning are discussed. Special attention is given to neural world models, as well as generative models such as Oasis, DIAMOND, Genie, and GameNGen, which employ diffusion networks to generate realistic and interactive game worlds. The opportunities and limitations of generative simulation models are examined, including issues that are related to error accumulation and memory constraints and their impact on the quality of generation. The conclusion presents suggestions for future research directions.</p>","PeriodicalId":42995,"journal":{"name":"AUTOMATIC DOCUMENTATION AND MATHEMATICAL LINGUISTICS","volume":"59 2","pages":"S75 - S85"},"PeriodicalIF":0.5,"publicationDate":"2025-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145449681","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-11-06DOI: 10.3103/S0005105525700761
R. R. Nigmatullin, A. A. Litvinov, S. I. Osokin
In this paper, the authors identify a transformation that is valid for any arbitrary signal. This transformation is strictly periodical and therefore it allows the ordinary F-transformation to be applied for the fitting of the transformed signal. The most interesting application (in accordance with the authors’ opinion) is the fitting of the frequency-phase modulated signals that actually located inside the found transformation. This new transformation will be useful for the application of the responses of different complex systems when an ordinary model is absent. As available information we consider meteorological data corresponding to measurements of methane concentration (CH4) in atmosphere during 4 weeks of observation. For us, it is important to consider the integral (cumulative) data and find their frequency response (FR). If one considers each column as a frequency-phase modulated signal, then the FR can be evaluated with the help of an F-transformation with a period equaling 2π that is valid for any analyzed random signal. This “universal” F-transformation allows us to fit a wide set of random signals and compare them with each other in terms of their FRs. In conclusion, these new possibilities of traditional F-analysis will serve as a common tool in the armory of the methods used by researchers in data processing area.
{"title":"New Possibilities of the Fourier Transform: How to Describe an Arbitrary Frequency-Phase Modulated Signal?","authors":"R. R. Nigmatullin, A. A. Litvinov, S. I. Osokin","doi":"10.3103/S0005105525700761","DOIUrl":"10.3103/S0005105525700761","url":null,"abstract":"<p>In this paper, the authors identify a transformation that is valid for any arbitrary signal. This transformation is strictly periodical and therefore it allows the ordinary F-transformation to be applied for the fitting of the transformed signal. The most interesting application (in accordance with the authors’ opinion) is the fitting of the frequency-phase modulated signals that actually located inside the found transformation. This new transformation will be useful for the application of the responses of different complex systems when an ordinary model is absent. As available information we consider meteorological data corresponding to measurements of methane concentration (CH<sub>4</sub>) in atmosphere during 4 weeks of observation. For us, it is important to consider the integral (cumulative) data and find their frequency response (FR). If one considers each column as a frequency-phase modulated signal, then the FR can be evaluated with the help of an F-transformation with a period equaling 2π that is valid for any analyzed random signal. This “universal” F-transformation allows us to fit a wide set of random signals and compare them with each other in terms of their FRs. In conclusion, these new possibilities of traditional F-analysis will serve as a common tool in the armory of the methods used by researchers in data processing area.</p>","PeriodicalId":42995,"journal":{"name":"AUTOMATIC DOCUMENTATION AND MATHEMATICAL LINGUISTICS","volume":"59 2","pages":"S152 - S159"},"PeriodicalIF":0.5,"publicationDate":"2025-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145449635","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}