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Dissertations / Theses on the topic 'Agentic AI'

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1

Pettersson, Oscar. "Machine Learning Agents : En undersökning om Curiosity som belöningssystem för maskininlärda agenter." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17142.

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Denna rapport har använt sig av Unity-verktyget ML-Agents till att bygga upp en spelmiljö där agenter tränats med hjälp av neurala nätverk och reinforcement learning. Miljön har utmanat agenterna med labyrintliknande banor där vissa även har enkla pusselmekaniker. Agenterna har sedan använts för att göra en undersökning om hur belöningssystemet Curiosity påverkar agentens förmåga att efter träning klara av för dem nya banor. Denna undersökning gjordes genom att träna 5 olika agenter under samma förhållanden där enbart styrkan på Curiosity-incitamentet skiljde dem åt. De olika Curiosity-styrkor
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Gunnarsson, Henrik. "Actionplanering och Samarbete (APAC) mellan multipla AI-agenter." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108864.

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This thesis covers an implementation of an artificial intelligence (AI) system for cooperation between multiple AI-agents. It was done as a part of a master thesis in Media Technology and a master thesis in Computer Engineering at Linköping University, campus Norrköping. The aim of the project was to explore modern techniques in AI and also develop a platform where this AI is implemented for the upcoming educational purposes. The idea is that students can use the system as a base to extend, learn and implement their own AI algorithms. Based on a literature study in AI systems the decision was
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Magnusson, Martin. "Beteendevarierande agenter med stokastiska tillståndsmaskiner." Thesis, University of Skövde, School of Humanities and Informatics, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-3094.

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<p>Tillståndsmaskiner var en av de första teknikerna som användes för att skapa AI (Artificiell Intelligens) i dataspel och är fortfarande än av de vanligaste teknikerna. Men under senare år har flera nya tekniker, såsom ANN (Artificiella Neurala Nätverk), börjat användas för att skapa mer avancerad AI i dataspel. Många anser att tillståndsmaskiner inte kan skapa tillräckligt smarta agenter och att agenterna ofta blir förutsägbara. Generellt är tillståndsmaskiner inte lämpade att använda när man vill ha många agenter med olika beteende eftersom det ofta kräver speciell kod för varje unik agent
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Marino, Caterina. "Finte pelli per interni auto in PVC: adeguamento ai requisiti REACH." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6544/.

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Le finte pelli sono sistemi costituiti da vari strati, il cui componente principale è il PVC. La produzione delle finte pelli richiede l’utilizzo di un elevato numero di additivi; per ognuno di essi occorre valutare la quantità da utilizzare, l’efficienza in rapporto al suo costo e, non di minore importanza, il suo grado di tossicità. Gli additivi attualmente utilizzati nella produzione delle finte pelli, che presentano problemi legati alla sicurezza sono: gli ftalati (plastificanti), l’azodicarbonammide (agente espandente) e il triossido di antimonio (agente antifiamma). Il lavoro di tesi è s
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Gehlin, Rikard. "Action Planning and Cooperation (APAC) between multiple AI-agents." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108865.

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An architecture for actionbased planning and cooperation between multiple AI-agents based on the GOAP-architecture was developed together with a system to be used in advanced AI-courses at Linköping unversity. The architecture was implemented in this system to show the possibilities of our work.
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Franzén, Daniel. "A Modular API for Intelligent Virtual Agents." Thesis, Linköping University, Department of Science and Technology, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8508.

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<p>This report proposes a modular Application Programmer's Interface (API) for handling the mental layer of intelligent virtual agents for a wide range of application types, with the aim of reducing the work required to program a completely new AI engine, and describes its implementation. One of the key elements and major difficulties in its design is the need to make it general enough to suit most types of applications, while preserving its usefulness and keeping it both efficient and reliable. A sample application interfacing with the API is created to demonstrate its capabilities, various A
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Jusko, Ján. "Chatbot pro Smart Cities." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403204.

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The aim of this work is to simplify access to information for citizens of the city of Brno and at the same time to innovate the way of communication between the citizen and his city. The problem is solved by creating a conversational agent - chatbot Kroko. Using artificial intelligence and a Czech language analyzer, the agent is able to understand and respond to a certain set of textual, natural language queries. The agent is available on the Messenger platform and has a knowledge base that includes data provided by the city council. After conducting an extensive user testing on a total of 76
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8

Emanuelsson, Max. "SVÄRM-AI FÖR TAKTISKA BESLUT HOS GRUPPER AV FIENDER." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8451.

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I detta examensarbete tittas det närmare på taktiska beslut för större grupper av autonoma agenter. Arbetet ska försöka besvara följande frågeställning: Hur effektivt kan svärm-AI användas för att utföra taktiska beslut när det appliceras till ett spel med grupper av fiender? För att kunna besvara frågeställningen skapades en applikation där fyra kombinationer av styrbeteenden och beräkningsmodeller inom tekniken ”boids” användes. Inom två av kombinationerna användes traditionella styrbeteenden inom boids, och inom de andra introducerades ett styrbeteende för att flankera spelaren för att ge b
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Pedrini, Gianmaria. "Rogueinabox: a Rogue environment for AI learning. Framework development and Agents design." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/13812/.

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In this thesis we introduce Rogueinabox: a higly modular learning environment built around the videogame Rogue, the father of the roguelike genre. It offers easy ways to interact with the game and a whole framework to build, customize and run learning agents. We discuss the interest and challengies of this game for machine learning and deep learning, and discuss our initial experiments of training. We show the userfulness and convenience of Rogueinabox employing it in combination with QLearning tecniques to build an agent that explores the dungeon.
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Slater, Stuart. "E-AI : an emotion architecture for agents in games & virtual worlds." Thesis, University of Wolverhampton, 2010. http://hdl.handle.net/2436/105038.

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Characters in games and virtual worlds continue to gain improvements in both their visual appearance and more human-like behaviours with each successive generation of hardware. One area that seemingly would need to be addressed if this evolution in human-like characters is to continue is in the area of characters with emotions. To begin addressing this, the thesis focuses on answering the question “Can an emotional architecture be developed for characters in games and virtual worlds, that is built upon a foundation of formal psychology? Therefore a primary goal of the research was to both revi
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Vallgren, Frida. "EN UNDERSÖKNING OMKOLLABORATIVT BETEENDE ISVÄRM AI : En jämförelse mellan tvåvägplaneringstekniker som skaparsamarbete mellan agenter." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-6374.

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Graham, Philip Mike. "Layered AI architecture for team based first person shooter video games." Thesis, University of Edinburgh, 2011. http://hdl.handle.net/1842/5044.

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In this thesis an architecture, similar to subsumption architectures, is presented which uses low level behaviour modules, based on combinations of machine learning techniques, to create teams of autonomous agents cooperating via shared plans for interaction. The purpose of this is to perform effective single plan execution within multiple scenarios, using a modern team based first person shooter video game as the domain and visualiser. The main focus is showing that through basic machine learning mechanisms, applied in a multi-agent setting on sparse data, plans can be executed on game levels
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ívarsson, Óli. "Improved Combat Tactics of AI Agents in Real-Time Strategy Games Using Qualitative Spatial Reasoning." Thesis, University of Skövde, School of Humanities and Informatics, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-956.

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<p>Real-time strategy (RTS) games constitute one of the largest game genres today and have done so for the past decade. A central feature of real-time strategy games is opponent AI which is suggestively the “last frontier” of game development because the focus of research has primarily been on other components, graphics in particular. This has led to AI research being largely ignored within the commercial game industry but several methods have recently been suggested for improving the strategic ability of AI agents in real-time strategy games.</p><p>The aim of this project is to evaluate how a
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Válek, Lukáš. "Rozhraní pro propojení strategických her s multiagentními systémy." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403186.

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This thesis is focused on design of framework for creation an articial opponents in strategy games. We will analyze different types of strategy games and artificial intelligence systems used in these types of games. Next we will describe problems, which can occur  in these systems and why agent-based systems makes better artificial opponents. Next we will use knowledge from this research to design and implement framework, which will act as support for creating an artificial intelligence in strategy games.
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Öhlund, Linnea. "Sociala agenter på arbetsplatsen - Vem gör jobbet ? : En kvalitativ studie om AI-roboten som den nya arbetaren." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-159325.

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The future workplace may not be a place just for human workers but will likely be filled with artificial intelligence, robots and agents being colleagues instead of tools. In some industries where a shortage of personal is a central issue, digitalization in various fields can be explored as a mean to help. This study aims to discover different aspects regarding a social agent that has been implemented at a dental clinic with a purpose to preform different tasks that is normally regarded as human tasks. By conducting interviews and observations it was possible to shine light at a variation of u
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Gaudl, Swen. "Building robust real-time game AI : simplifying & automating integral process steps in multi-platform design." Thesis, University of Bath, 2016. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.698997.

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Digital games are part of our culture and have gained significant attention over the last decade. The growing capabilities of home computers, gaming consoles and mobile phones allow current games to visualise 3D virtual worlds, photo-realistic characters and the inclusion of complex physical simulations. The growing computational power of those devices enables the usage of complex algorithms while visualising data. Therefore, opportunities arise for developers of interactive products such as digital games which introduce new, challenging and exciting elements to the next generation of highly i
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Nogueira, Yuri Lenon Barbosa. "IntegraÃÃo Mente e Ambiente para a GeraÃÃo de Comportamentos Emergentes em Personagens Virtuais AutÃnomos AtravÃs da EvoluÃÃo de Redes Neurais Artificiais." Universidade Federal do CearÃ, 2014. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=12686.

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CoordenaÃÃo de AperfeÃoamento de Pessoal de NÃvel Superior<br>O senso de imersÃo do usuÃrio em um ambiente virtual requer nÃo somente alta qualidade visual grÃfica, mas tambÃm comportamentos adequados por parte dos personagens virtuais, isto Ã, com movimentos e aÃÃes que correspondam Ãs suas caracterÃsticas fÃsicas e aos eventos que ocorrem em seu meio. Nesse contexto, percebe-se o papel fundamental desempenhado pelo modo como os agentes se comportam em aplicaÃÃes de RV. O problema que permanece em aberto Ã: âComo obter comportamentos autÃnomos naturais e realistas de personagens virtuais?â. U
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Fransson, Henric. "AgentChess : An Agent Chess Approach." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5508.

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The game of chess has many times been discussed and used for test purpose by science departments of Artificial Intelligence (AI). Although the technique of agent and as well multi-agent systems is quite old, the use of these offspring of AI within chess is limited. This report describes the project performed applying the use of agents to a chess program. To measure the performance of the logic has tests between the developed program main parts been performed. Further tests against a traditional chess program as well to position test suites have been done. The results and the impact of the diff
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Patel, Purvag. "Improving Computer Game Bots' behavior using Q-Learning." Available to subscribers only, 2009. http://proquest.umi.com/pqdweb?did=1966544161&sid=3&Fmt=2&clientId=1509&RQT=309&VName=PQD.

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Nguyen, Van-Thai. "AI-based maintenance planning for multi-component systems considering different kinds of dependencies." Electronic Thesis or Diss., Université de Lorraine, 2023. http://www.theses.fr/2023LORR0070.

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Le maintien en condition opérationnel de systèmes industriels reste un challenge important en regard des dépendances multiples entre composants (ex. dépendance économique, stochastique et structurelle) et du grand nombre de variables de décision en maintenance à optimiser.Pour faire face à ce défi, cette thèse vise à proposer une approche d'optimisation de la maintenance basée sur l'intelligence artificielle permettant de prendre en compte différents types de dépendances entre composants. En particulier, l'approche de maintenance proposée intègre un modèle de prédiction basé sur des réseaux de
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Panesar, Kulvinder. "Natural language processing (NLP) in Artificial Intelligence (AI): a functional linguistic perspective." Vernon Press, 2020. http://hdl.handle.net/10454/18140.

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Yes<br>This chapter encapsulates the multi-disciplinary nature that facilitates NLP in AI and reports on a linguistically orientated conversational software agent (CSA) (Panesar 2017) framework sensitive to natural language processing (NLP), language in the agent environment. We present a novel computational approach of using the functional linguistic theory of Role and Reference Grammar (RRG) as the linguistic engine. Viewing language as action, utterances change the state of the world, and hence speakers and hearer’s mental state change as a result of these utterances. The plan-based me
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Hegemann, Lena. "Reciprocal Explanations : An Explanation Technique for Human-AI Partnership in Design Ideation." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-281339.

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Advancements in creative artificial intelligence (AI) are leading to systems that can actively work together with designers in tasks such as ideation, i.e. the creation, development, and communication of ideas. In human group work, making suggestions and explaining the reasoning behind them as well as comprehending other group member’s explanations aids reflection, trust, alignment of goals and inspiration through diverse perspectives. Despite their ability to inspire through independent suggestions, state-of-the-art creative AI systems do not leverage these advantages of group work due to mis
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Ceroni, Ruben. "Previsione di agenti inquinanti mediante reti neurali e ottimizzazione degli iperparametri attraverso random search con Hyperas." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16833/.

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Svensson, Nils Patrik. "I am because we are : Ethical consequences of agential realism." Thesis, Södertörns högskola, Filosofi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-46087.

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Within the interdisciplinary field of new materialism Karen Barad’s theory of agential realism deconstructs our current euro-western metaphysical perception of the world and our existence within it, to then re-build an understanding based on relatively new findings within quantum physics. In this thesis I try to recreate Barad’s theory to see what ethical consequences might come from it. Together with practical examples within the discourse of today’s social world and our global connectedness I hope to create a better understanding of the impact of our actions and being on our culture and what
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Válek, Lukáš. "Multiagentní podpora pro vytváření strategických her." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-413329.

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This thesis is focused on design of framework for creation an articial opponents in strategy games. We will analyze different types of strategy games and artificial intelligence systems used in these types of games. Next we will describe problems, which can occur  in these systems and why agent-based systems makes better artificial opponents. Next we will use knowledge from this research to design and implement framework, which will act as support for creating an artificial intelligence in strategy games.
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Mattisson, Andreas, and Mathias Börjesson. "Distributed exploration of virtual environments." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4261.

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In most games today the movements of computer players is controlled by a web of waypoints that have been predefined by the creators of the map, or automatically generated by an application on beforehand. This data is precompiled to save precious CPU cycles for the player of the game, but what if we want these computer players to be able to explore how to get around the map by themselves? How could this be done and how would the result change if we had several of these players cooperating to explore the map? We explore some of the possibilities for exploration and discovery of maps using approa
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Håård, Fredrik. "Multi-Agent Diplomacy : Tactical Planning using Cooperative Distributed Problem Solving." Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5118.

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While there is a broad theoretic foundation for creating artificial intelligence based solutions for two-player games, such as Chess, the multi-player domain is not as well explored and artificial intelligence solutions for multi-player games is often flawed. This report is an attempt to apply a multi-agent approach to a multi-player game, and use distributed problem solving to create viable plans in an environment of huge search spaces and multiple adversaries. An automated player (bot) for the game Diplomacy was created using distributed methodologies, and tested against other existing bots.
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Wahlström, Marco, and Jonas Karlsson. "Multi-Agent-System till brädspel." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2388.

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För att ta reda på hur väl en Multi-Agent-Systems-bot kan stå sig mot andra, icke-MAS-bottar, så har vi implementerat en bot till brädspelet Arimaa. Botten är implementerad i C++ och den kan spela mot andra bottar, eller människor, genom Arimaas officiella hemsida. Syftet har varit att skapa en fullfjädrad bot som både klarar av att spela korrekt, och att spela bra. För att ta reda på om MAS är en bra designfilosofi för Arimaa så har vi utmanat ett antal av de bottar som andra människor skapat och lagt upp på hemsidan. Alla bottarna har under tiden de legat uppe blivit rankade genom tävlingar
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Bjärehall, Johannes, and Johan Hallberg. "Återskapa mänskligt beteende med artificiell intelligens i 2D top-down wave shooter spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18708.

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Arbetet undersöker mänskligt beteende hos beteendeträd och LSTM nätverk. Ett spel skapades som testades av personer i en undersökning där deltagarna fick spela tillsammans med vardera agent i slumpmässig ordning för att bedöma agenternas beteende. Resultatet från undersökningen visade att beteendeträdet var den mänskliga varianten enligt deltagarna oavsett ordning som testpersonerna spelade med vardera agent. Problemet med resultatet beror antagligen till störst del på att det inte fanns tillräckligt med tid och bristande CPU kraft för att utveckla LSTM agenten ytterligare. För att förbättra o
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CERVO, ANDREA. "Ingegneria dei sistemi distribuiti per l’orchestrazione delle tecnologie di Industria 4.0 finalizzate a uno sviluppo di prodotto agile." Doctoral thesis, Università degli studi di Modena e Reggio Emilia, 2022. http://hdl.handle.net/11380/1277911.

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Industria 4.0 è un concetto che ha l’intento di descrivere l’implementazione dei sistemi ciberfisici nelle industrie moderne, anche chiamate “Industrie Intelligenti”. Con Industria 4.0 si intende un insieme vasto di tecnologie: internet delle cose, computazione tramite sistemi cloud, analisi dati, controllo di sistemi distribuiti, robotica avanzata, intelligenza artificiale. Le principali barriere per un’adozione rapida e diffusa di tali tecnologie nelle piccole medie imprese sono rappresentate dalle competenze tecniche richieste agli operatori, il tempo necessario per imparare nuove metodolog
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Rappner, Jonathan. "Dynamisk kunskapsspridning mellan spelkaraktärer genom konversationer." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20061.

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I dagens allt mer stora och öppna RPG-spel (role-playing game) finns behovet av ett system som kan sprida kunskap om spelvärlden eller aktiviteter till spelaren genom konversationer med spelets NPC:er (non-playing characters). Problemet med dagens spel såsom The Elder Scrolls V: Skyrim är att de NPC:er som har tänkts förmedla sådan här kunskap till spelaren, tilldelas den artificiellt beroende på hur långt spelaren har kommit i spelet. Detta upplevs ofta som orealistiskt då dessa spel mestadels utspelar sig i fantasy-världar utan direktkommunikation såsom telefon, radio, etc. Kunskap bör allts
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Lopez, Ferber David. "Elaboration et caractérisation de matériaux Si-M-C-N (M=B, AI) et application à l'élaboration de fibres céramiques." Thesis, Limoges, 2019. http://aurore.unilim.fr/theses/nxfile/default/79adf747-0f52-464b-9cee-6a9507374c76/blobholder:0/2019LIMO0104.pdf.

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La limitation de notre impact environnemental passe en partie par la recherche et le développement de nouveaux procédés et matériaux, et les céramiques techniques ont une place essentielle parmi ceux-ci. Les composites à matrices céramiques (CMCs) permettent le renfort de nombreux types de structures, principalement pour des applications à hautes températures, et notamment dans les turbomachines. Ces CMCs utilisent majoritairement des fibres de carbure de silicium (SiC) en tant qu’agent de renfort. Toutefois, le marché des fibres de SiC est dominé par le Japon. Cet oligopole conduit à des prob
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Albinelli, Erica. "Financing urban adaptation to climate change: Traduzione dall’inglese all’italiano di un report dell’Agenzia europea dell’ambiente sul tema dell’adattamento ai cambiamenti climatici." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15156/.

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Oggetto di questa tesi è la traduzione dall’inglese all’italiano di una relazione sul tema dell’adattamento ai cambiamenti climatici, pubblicata nel 2017 dall’Agenzia europea dell’ambiente (AEA). Lo scopo della relazione è promuovere l’attuazione di misure e programmi di adattamento per contrastare gli effetti dei cambiamenti climatici in tutti gli Stati membri dell’UE. La relazione descrive le varie possibilità messe a disposizione dalle istituzioni dell’UE per il finanziamento di tali misure, attraverso la presentazione di undici casi di studio, ognuno dei quali si concentra sulle strategie
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Cazorla, Hector Villena. "Multiple Potential Fields in Quake 2 Multiplayer." Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5805.

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This thesis may be interesting for developers within video game industry, people who design the behaviour of agent systems, or those interested in complex robotic control systems. What potential fields give to the world of AI is a new way to implement the behaviour of the agents, giving weights to all the elements in the world, so the agent can decide if making some action deserves the cost, the combination of several potential fields is what makes this technique so efficient. An agent was created applying this technique. Implemented as a client application, the agent used the Quake protocol t
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Tron, Gianet Eric. "A Continuous Bond." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24020.

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As Digital Personal Assistants get increasingly present in our lives, repositioning Conversational Interfaces within Interaction Design could be beneficial. More contributions seem possible beyond the commercial vision of Conversational Agents as digital assistants. In this thesis, Design fiction is adopted as an approach to explore a future for these technologies, focusing on the possible social and ritual practices that might arise when Conversational Agents and Artificial Intelligence are employed in contexts such as mortality and grief. As a secondary but related concern, it is argued that
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Talebi, Roxana, and Julia Timmas. "User Adoption of Cognitive Agents : Identifying success factors from a process perspective." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279631.

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With the rise of intelligent solutions such as cognitive agents, many organizations are trying to identify how they can best utilize the benefits of the technology to make advancements as a company and enhance employee job performance. However, the attempts of many organizations are falling short from their expectations and users do not adopt to the technology. To investigate this problem, a qualitative study was performed with the aim of exploring the different phases of a cognitive agent project process to identify key factors and incentives influencing user adoption, by comparing organizati
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Becker, Brian. "Automatically Determining Consequences of Unexpected Events." Honors in the Major Thesis, University of Central Florida, 2007. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1159.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.<br>Bachelors<br>Engineering and Computer Science<br>Computer Engineering
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Esbjörnsson, Jimmy. "EMO - A Computational Emotional State Module : Emotions and their influence on the behaviour of autonomous agents." Thesis, Linköping University, Department of Science and Technology, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-9090.

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<p>Artificial intelligence (AI) is already a fundamental component of computer games. In this context is emotions a growing part in simulating real life. The proposed emotional state module, provides a way for the game agents to select an action in real-time virtual environments. The modules function has been tested with the open-source strategy game ORTS. This thesis proposes a new approach for the design of an interacting network, similar to a spreading activation system, of emotional states that keeps track of emotion intensities changing and interacting over time. The network of emotions c
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Moberg, Ragnar. "ADAPTIVE AUTONOMY WITH UNRELIABLE COMMUNICATION." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-36727.

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For underwater robotics there exists severe constraints regarding wireless bandwidth in the kilobits range. This makes a centralised approach to high-level mission management possibly less than ideal due to inherent delays and possible temporary incompleteness in data during decision making. This thesis aims to propose, implement (in ROS) and test a distributed approach. An auction based method for task assignment was being used, as well as a Pagerank based approach that models a trust based hierarchy between autonomous agents inferred from information exchange, in order to enforce decision co
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Sun, Guili. "XML-Based Agent Scripts and Inference Mechanisms." Thesis, University of North Texas, 2003. https://digital.library.unt.edu/ark:/67531/metadc4288/.

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Natural language understanding has been a persistent challenge to researchers in various computer science fields, in a number of applications ranging from user support systems to entertainment and online teaching. A long term goal of the Artificial Intelligence field is to implement mechanisms that enable computers to emulate human dialogue. The recently developed ALICEbots, virtual agents with underlying AIML scripts, by A.L.I.C.E. foundation, use AIML scripts - a subset of XML - as the underlying pattern database for question answering. Their goal is to enable pattern-based, stimulus-respons
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Abdelghani, Rania. "Guider les esprits de demain : agents conversationnels pour entraîner la curiosité et la métacognition chez les jeunes apprenants." Electronic Thesis or Diss., Bordeaux, 2024. http://www.theses.fr/2024BORD0152.

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La curiosité épistémique (CE), i.e. le désir d’explorer une information pour le plaisir qu’elle procure, est un phénomène étudié dans divers domaines. Plusieurs chercheurs ont souligné son rôle fondamental dans le développement cognitif et la promotion d’un apprentissage continu. De plus, la CE est considérée comme clé pour cultiver un esprit capable de s’adapter aux incertitudes du monde. Ces recherches ont suscité un grand intérêt pour la CE en éducation, la considérant essentielle pour permettre aux individus d’être actifs et maîtres de leur apprentissage. Ce sont des propriétés cruciales p
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Olsen, Linnéa. "Can Chatbot technologies answer work email needs? : A case study on work email needs in an accounting firm." Thesis, Karlstads universitet, Handelshögskolan (from 2013), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-85013.

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Work email is one of the organisations most critical tool today. It`s have become a standard way to communicate internally and externally. It can also affect our well-being. Email overload has become a well-known issue for many people. With interviews, follow up interviews, and a workshop, three persons from an accounting firm prioritise pre-define emails needs. And identified several other email needs that were added to the priority list. A thematic analysis and summarizing of a Likert scale was conducted to identify underlying work email needs and work email needs that are not apparent. Thre
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Knapek, Petr. "Řízení entit ve strategické hře založené na multiagentních systémech." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403185.

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This thesis is focused on designing and implementing system, that adds learning and planning capabilities to agents designed for playing real-time strategy games like StarCraft. It will explain problems of controlling game entities and bots by computer and introduce some often used solutions. Based on analysis, a new system has been designed and implemented. It uses multi-agent systems to control the game, utilizes machine learning methods and is capable of overcoming oponents and adapting to new challenges.
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RESENDE, Paulo Sérgio de Oliveira. "Efeito do Ar Incorporado em Argamassas de Revestimentos." Universidade Federal de Goiás, 2010. http://repositorio.bc.ufg.br/tede/handle/tde/1330.

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Made available in DSpace on 2014-07-29T15:18:20Z (GMT). No. of bitstreams: 1 PAULO SERGIO DE OLIVEIRA RESENDE.pdf: 2092987 bytes, checksum: 9b30d95e68cb24f8eac4b2f3156d8b73 (MD5) Previous issue date: 2010-10-29<br>The present study contemplates in a scient ific way the act ion of air ent raining agents in mortars produced in laboratory and the ef fects on the coat ings appl ied on porous subst rates (ceramic blocks, concrete blocks) . This is an experimental work, aiming to test the effect of the air entraining agents in fresh mortars, hardened state and the remaining ai r in coat ing appl i
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Uusitalo, Tim. "A first approach in applying Artificial Potential Fields in Car Games." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2480.

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In car racing simulation games, finishing first is the main goal. To reach that goal, it is required to go around a racing track, competing against other cars aiming for the same goal. Implementing a bot for doing so may have its difficulties, although using a technique called multi-agent systems combined with artificial potential field, let- ting the agents take care of subtasks like keeping the car on the track, minimize how much the car turns in a curvature and basics in navigation around the track, has showed that artificial potential fields very well fit the problem of driving a car in si
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Dinerstein, Jonathan J. "Improving and Extending Behavioral Animation Through Machine Learning." BYU ScholarsArchive, 2005. https://scholarsarchive.byu.edu/etd/310.

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Behavioral animation has become popular for creating virtual characters that are autonomous agents and thus self-animating. This is useful for lessening the workload of human animators, populating virtual environments with interactive agents, etc. Unfortunately, current behavioral animation techniques suffer from three key problems: (1) deliberative behavioral models (i.e., cognitive models) are slow to execute; (2) interactive virtual characters cannot adapt online due to interaction with a human user; (3) programming of behavioral models is a difficult and time-intensive process. This disser
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Schiffel, Stephan. "Knowledge-Based General Game Playing." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-88742.

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The goal of General Game Playing (GGP) is to develop a system, that is able to automatically play previously unseen games well, solely by being given the rules of the game. In contrast to traditional game playing programs, a general game player cannot be given game specific knowledge. Instead, the program has to discover this knowledge and use it for effectively playing the game well without human intervention. In this thesis, we present a such a program and general methods that solve a variety of knowledge discovery problems in GGP. Our main contributions are methods for the automatic constru
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Whiting, Jeffrey S. "Cognitive and Behavioral Model Ensembles for Autonomous Virtual Characters." Diss., CLICK HERE for online access, 2007. http://contentdm.lib.byu.edu/ETD/image/etd1873.pdf.

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Toofanee, Mohammud Shaad Ally. "An innovative ecosystem based on deep learning : Contributions for the prevention and prediction of diabetes complications." Electronic Thesis or Diss., Limoges, 2023. https://aurore.unilim.fr/theses/nxfile/default/656b0a1f-2ff2-49c5-bb3e-f34704d6f6b0/blobholder:0/2023LIMO0107.pdf.

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En 2021, le diabète touchait environ 537 millions de personnes dans le monde. Ce chiffre devrait grimper à 643 millions d'ici 2030 et 783 millions d'ici 2045. Le diabète est une maladie métabolique persistante qui nécessite des soins et une gestion quotidiens continus. Le fardeau des maladies chroniques pèse lourdement sur les systèmes de santé lorsqu'il touche une partie substantielle de la population. De telles circonstances ont un impact négatif non seulement sur le bien-être général d'une grande partie de la population, mais contribuent également de manière significative aux dépenses de sa
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Wåhlin, Peter. "Enhanching the Human-Team Awareness of a Robot." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-16371.

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The use of autonomous robots in our society is increasing every day and a robot is no longer seen as a tool but as a team member. The robots are now working side by side with us and provide assistance during dangerous operations where humans otherwise are at risk. This development has in turn increased the need of robots with more human-awareness. Therefore, this master thesis aims at contributing to the enhancement of human-aware robotics. Specifically, we are investigating the possibilities of equipping autonomous robots with the capability of assessing and detecting activities in human team
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