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Market Research Proposal Template - Download Free Sample. While marketing research proposals are often geared towards the gathering of data for the purposes of marketing a particular product or service, a market research proposal aims to gather detailed information . SUMMARYThe market research project, entitled . The following summary will give an overview of the causes, processes, and possible effects of the market research proposal, detailed below. Panda. Tip: This section will summarize the entire project to be outlined below. Market research, which includes social and opinion research, is the systematic gathering and interpretation of information about individuals or organisations using the statistical and analytical. PowerPoint Presentation. Download a free Market Research PowerPoint template containing a single slide but an impressive circular diagram in PowerPoint. Market research PowerPoint templates and themes for Market research presentations ready for download - easily create stunning presentations slides within a few minutes. In this section, give a brief overview of the purpose of the project as well as the intended outcome. Provide reasoning for the need of this specific market research and let the reader know what contributions this project will make to the field. You can use this Summary section to discuss who called for the project if there was a specific impetus requiring this research. OBJECTIVESThe proposed market research project contains the following objectives: Panda. Tip: In this section, discuss in detail the purpose of the project. Show why there is a specific need for this research. Describe the goals which you hope to achieve with this project. EXISTING KNOWLEDGEPanda. Tip: This section should focus in depth on the background circumstances which indicate a need for the specific market research project proposed. You will address the current body of knowledge concerning the topic of research. Here you will bring forth information from existing sources regarding the specific topic to be researched. It is great to provide cited sources, graphs, charts, and statistics. You will use this section to demonstrate that you know a great deal about the market you will be researching, but you will also show the holes in the current knowledge. You can then demonstrate the specific need for your proposed research plan, and how this market research plan will fill these holes and contribute to the knowledge of this subject. INTENDED OUTCOMESPanda. Tip: Similar to a hypothesis, you can include in this section what you believe will be the likely outcomes of your research, and/or what you hope to learn from the research. TARGET DEMOGRAPHICSPanda. Tip: This is possibly the most important section in this proposal, as you will provide information on what part or parts of . Be very detailed in this section, addressing not only the exact demographic regions your research will cover, but how you will ensure that you are reaching the proper demographics. DATA COLLECTIONOur methods of data collection will be best suited to the project at hand. Research methods will include: Focus groups. Collection of social media data. Surveys via the Internet, phone, or email. Long range in- home consumer tests. Distribution of samples. In person promotionals. Panda. Tip: This section is also a vital one in which to be extremely detailed and clear. Here you the will thoroughly describe all data collection methods to be utilized in your market research and how they will be carried out. Use specifics and consider potential questions. How will you maintain accuracy of data? How will you approach potential survey or research candidates? Will these participants be paid for their time?
Researching the market can be a little messy sometimes due to the enormous data you have to deal with. Marketing Research Template helps you here to organize all your data and gives you a clear picture of the market. At what times of day will you make phone calls? In what ways will you ensure an accurate data sample? The more information you can provide in this section, the better. RESEARCH METHODOLOGYPanda. Tip: Use this section to discuss the strengths and possible limitations of your research methods. Give an overall blueprint for your methodology in approaching research data. Describe the implications of each method of data collection, and explain the methodology you will use to interpret the data. Discuss the means of evaluating the collected data and how you will account for errors, holes in data, or inaccuracies. TIMELINEPanda. Tip: Provide a timeline for the completion of the project, including data collection times, and allotted time for research analysis and conclusions. PROPOSED BUDGETPanda. Tip: Provide an overall budget for the proposed project. Make sure to include all possible cost considerations. You can provide a breakdown of those here. ETHICAL CONSIDERATIONSPanda. Tip: Ethical considerations are vastly important in market research. Using this section, demonstrate how the project will adhere to an ethical code in method and practice. Include waivers or documents you plan to provide to research participants, if applicable. Among other possibilities, address factors such as confidentiality, data security, privacy, and consent of research participants. FURTHER OUTCOMESPanda. Tip: This section can serve as a conclusion for the market research proposal. You can add ways in which this market research will provide further benefits or include unique applications of the potential results. Virtual CRASH, Virtual CRASH Lite, Torrent Beast. Amader Forum Toolbar one very interesting and full of applications toolbar. From it's applications here are some enumerated : warez download, torrent download, full, key, crack, serial, keygen, appz, gamez, moviez, rapidshare, cracked, free, Download full warez, crack, new serial, appz, gamez, keygen, rapidshare direct download, torrent warez, serial number, full version software and so on.
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Connect four, how a computer could emulate these strategies, and. So we would need at least that many positions stored to do a brute force search of the game. Connect Four (also known as Captain's Mistress. The code for solving Connect Four with these methods is also the basis for the. Game play is similar to standard Connect 4 where players try to get 4 in a row of their own. Firstly, though there is no one on the planet that either has access to the full knowledge of the human race, or would be capable of remembering more than a fraction of it, even if they did somehow manage to pump it into their brains without having a total nervous breakdown. Then there is the point of heuristics and making decisions with incomplete information, let alone taking into account personal and political bias. But this is distracting from this particular project, so let's get back to it. The question that arises from the idea of a computer having complete access to sum of human knowledge is one thing, but just say for one second that you have written a computer program that is the most intelligent piece of software on the planet. The only problem is that it knows absolutely nothing. How do you get the sum of all human knowledge into the computer in the first place? Forget the sum of all human knowledge for a second, how do you get any information into the program? The most obvious answer to this is with a database of some sort, and the only problem with databases is that they are initially empty. Databases are also used for specific purposes, containing data that is pertinent to the task or business at hand. It would be quite a daunting task to even conceive of a general database that could be used for all things. Finally, though we get to the point where even if we had such a database, we would still need to put the information into it, which brings me to the main thread of thinking that led to this project. Given that we have the imaginary intelligent piece of software and the imaginary all knowing database schema to feed it information, who is going to either write the program/s to fill the database, or sit there typing in the information. I can assure you, I wouldn't. I find database programming tedious at the best of times, the last thing I would be interested in doing would be entering information into a database for the rest of my life because even though I am personally far from knowing the sum of all human knowledge, it would probably take the rest of my life just to type in the small amount of knowledge I do have into a database in a form where a program could meaningfully extract the information. This brings me to the obvious conclusion that if a piece of software is going to learn the sum of all human knowledge, then it is just going to have to do it on its own. A child can learn on its own, so why not a piece of software? Rather than hand the software a database of information to use, surely it makes more sense to develop a way of allowing the computer to learn for itself, than to just chuck information at it and hope that it knows how to deal with it. Which rather conveniently brings us to patterns. Memory Pattern Theory. Everything has patterns. The room you are sitting in at the moment follows exactly the same patterns as all the other rooms you have ever been in your life. That is, it has an entry way, walls, usually four or more, a floor, and a roof of some description. There are usually windows of some sort but these aren't necessary. We can get more involved when we start talking about types of rooms but they follow the same basic pattern with added extras such as shelves, and books for a library, or a stove for a kitchen, or a Bath or shower or both for the bathroom. The question then is how do we apply the idea of patterns to a form that the software can use in such a way that it can learn about its environment, which brings us back to the Connect Four program in that the formations of the pieces represent the patterns of the game. If you think about it on a very basic level, the game of Connect Four is simply a collection of color patterns that the players respond to in order to make their moves. Certain patterns mean certain things within the game, and the players make their decisions based on these patterns, especially if they have seen those patterns before and they have caused the game to be either won or lost. A game of Connect Four takes place on at least three levels. There is the level of memory. The 'have I seen this pattern before' level that the player knows could be a threat or not. There is the level of threat in which the player recognizes a pattern of three pieces of the same color that could result in either the player or their opponent winning the game, and there is the safe level in which the current move will neither win nor lose the game. Learning Connect Four. The Connect Four game uses four distinct types of patterns to determine a move. These are Aggressive, Defensive, Warning, and Tactical. Aggressive: - An Aggressive Pattern is where the software either knows or thinks that it can make a move that will win the game. Every time that the software makes a move, it takes a snapshot of the board. At this point, it doesn't matter what color the pieces are or which player they belong to. Once the pieces within the board have been determined then the computer starts searching through the pieces looking for patterns, where a pattern is defined as two or more pieces of the same color. Naturally, the color of the pieces determines what type of pattern the group of pieces is eventually defined as, so a group of either two or three pieces of computers color will be defined as being an aggressive pattern that can be used by the software to win the game. Although, at this stage, the code is simply concerned with determining valid patterns of whatever color. An example of the code finding a pattern is: pattern. Square. Info = connect. Four. Game. Get. Square. Info(. Get. Identifier. Above( square. Identifier ) ). Square. Info != null ). If there is, it then checks the square above that to see if the square above is a valid square and if it also contains a piece. If the square above the original piece is valid then this is a two piece pattern, and as long as the colors match, then the piece is stored, but the pattern is not added to the collection unless the square above it is not equal to null. If the square above that is valid then this is a three piece pattern, and the remaining piece is added as long as the colors are the same and the square above is valid and unoccupied. This is done because if the pattern contains three pieces then the next piece to be added to that pattern is going to be a winning move for someone, and if there is no where to move to, then it is simply not relevant as a pattern. We are now in the position where we have a snapshot of the board to work on with all the patterns that the board contains being held within the pattern. Collection object which is just a collection of Connect Four Patterns. The next step is to determine what we are going to do with the patterns. The following code is a snippet from the code that finds the defensive patterns. Collection. Count; i++ ). That is, if the code has encountered that specific pattern in previous games. This is determined by the code saving all the patterns collected from the last snapshot of the board at the end of each game. If the pattern is a pattern that has been seen before, and has been part of a losing game, then the weighting for the pattern is given a memory defensive weighting. If, however, the pattern has been seen before but has not been part of a losing game, then the pattern is still added to the defensive patterns list, as long as the color criteria matches, but it does not get given any special weighting. The bit that generates a lot of code is when the pattern has not been seen before, and we have to work it out the hard way. This is done by getting the squares along the axis that we want to check, and then testing to see if the squares along the axis in the case of the defensive pattern contain the player's pieces in such a formation that could lead them to win the game. This procedure is repeated for all the pattern types whenever the computer makes a move in order for the computer to build a complete picture of the patterns within the current snapshot. Once the patterns within the snapshot have been processed then the computer reaches this code: if( aggressive. Patterns. Count == 0 & & defensive. Patterns. Count == 0. Patterns. Count == 0 & & tactical. Patterns. Count == 0 ). Note though that as there needs to be at least two adjoining squares of the same color to form a pattern, this will not just be called for the first move. Once we have the separate pattern collections, then we get to the process patterns function which is used to deal with all four of the pattern collections. 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