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Dissertations / Theses on the topic 'Hierarchical state machines'

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1

Shen, Gang 1968. "Hierarchical control for finite state machines." Thesis, McGill University, 1999. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=36708.

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We base the notion of state aggregation for finite state machines (FSM) on the dynamical consistency (DC) relation ([17]) between the blocks of states in any given state space partition pi. In this framework, we present the new notion of ST dynamical consistency (ST-DC) for source-target (ST) FSMs where there is a preferred sense of flow from a set of source states (S) to a set of target states (T). It is proven that if a partition pi is ST in-block controllable (ST-IBC), the partition machine of an ST FSM M based on pi, Mpi (i.e. high level abstraction of M based on pi), is controllable if an
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2

Shen, Gang. "Hierarchical control for finite state machines." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape4/PQDD_0029/NQ64668.pdf.

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3

SANTOS, GILLIARD LOPES DOS. "HIERARCHICAL STATE MACHINES IN ELECTRONIC GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2004. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=4711@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>Esta obra compreende a utilização de Máquinas de Estados Hierárquicas na definição e no controle de comportamento de agentes inteligentes para jogos eletrônicos. Esse tipo de Máquina de Estados permite reduções drásticas no número de transições quando comparada com uma Máquina de Estados não hierárquica que implemente o mesmo comportamento; além disso, oferece uma maneira mais intuitiva de se definir e entender representações gráficas de Máquinas de Estados compostas por muitos estados, típicas de agentes de jogos que n
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4

Lew, Ning. "A testing metric for designs modelled as hierarchical finite-state machines." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ58476.pdf.

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5

Bordeleau, Francis. "A systematic and traceable progression from scenario models to communicating hierarchical state machines." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape4/PQDD_0021/NQ48343.pdf.

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6

Bordeleau, Francis Carleton University Dissertation Engineering Systems and Computer. "A Systematic and traceable progression from scenario models to communicating hierarchical state machines." Ottawa, 1999.

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7

Graham, Bradley Michael. "Mutation testing of hierarchical finite state machines in the Rational Rose Real Time toolset." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ63309.pdf.

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8

Risler, Max. "Behavior control for single and multiple autonomous agents based on hierarchical finite state machines /." Düsseldorf : VDI-Verl, 2009. http://d-nb.info/998464244/04.

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9

Llopard, Ivan. "Programming embedded manycore : refinement and optimizing compilation of a parallel action language for hierarchical state machines." Thesis, Paris 6, 2016. http://www.theses.fr/2016PA066157/document.

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Afin de gérer la complexité des systèmes embarqués modernes, les langages de modélisation proposent des abstractions et des transformations adaptées au domaine. Basées sur le formalisme de machines à états hiérarchiques, connu sous le nom de Statecharts, ils permettent la modélisation du contrôle parallèle hiérarchique. Cependant, ils doivent faire à deux défis majeures quant il s'agit de la modélisation des applications à calcul intensif: le besoin des méthodes unifiées supportant des actions avec parallélisme de donnée; flots d'optimisation et génération de code à partir des modèles trop gén
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10

Al-Hammouri, Mohammad Fawzi Ahmad. "Deriving Distributed Design Models from Global Requirements Models." Thesis, Université d'Ottawa / University of Ottawa, 2021. http://hdl.handle.net/10393/42083.

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During the system and software development process for distributed systems, the development of the overall system design is critical for correctness, performance, and reliability. The objective of this thesis is the improvement of methods and tools that can be used to obtain a correct design model for distributed system components automatically by deriving the design model from the global system requirements. Mainly, we are concerned with the transformation from a global requirements model to a distributed design model. The global requirements model describes the behavior of a distributed syst
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11

Wzorek, Mariusz. "Selected Aspects of Navigation and Path Planning in Unmanned Aircraft Systems." Licentiate thesis, Linköpings universitet, UASTECH – Teknologier för autonoma obemannade flygande farkoster, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-71147.

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Unmanned aircraft systems (UASs) are an important future technology with early generations already being used in many areas of application encompassing both military and civilian domains. This thesis proposes a number of integration techniques for combining control-based navigation with more abstract path planning functionality for UASs. These techniques are empirically tested and validated using an RMAX helicopter platform used in the UASTechLab at Linköping University. Although the thesis focuses on helicopter platforms, the techniques are generic in nature and can be used in other robotic s
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12

Irani, Arya John. "Utilizing negative policy information to accelerate reinforcement learning." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/53481.

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A pilot study by Subramanian et al. on Markov decision problem task decomposition by humans revealed that participants break down tasks into both short-term subgoals with a defined end-condition (such as "go to food") and long-term considerations and invariants with no end-condition (such as "avoid predators"). In the context of Markov decision problems, behaviors having clear start and end conditions are well-modeled by an abstraction known as options, but no abstraction exists in the literature for continuous constraints imposed on the agent's behavior. We propose two representations to
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13

Risler, Max [Verfasser]. "Behavior control for single and multiple autonomous agents based on hierarchical finite state machines / von Max Risler." 2009. http://d-nb.info/1000396207/34.

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14

Jardim, David Walter Figueira. "Hierarchical reinforcement learning: learning sub-goals and state-abstraction." Master's thesis, 2010. http://hdl.handle.net/10071/2866.

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Os seres humanos possuem a incrível capacidade de criar e utilizar abstracções. Com essas abstracções somos capazes de resolver tarefas extremamente complexas que requerem muita antevisão e planeamento. A pesquisa efectuada em Hierarchical Reinforcement Learning demonstrou a utilidade das abstracções, mas também introduziu um novo problema. Como encontrar uma maneira de descobrir de forma autónoma abstracções úteis e criá-las enquanto aprende? Neste trabalho, apresentamos um novo método que permite a um agente descobrir e criar abstracções temporais de forma autónoma. Essas abstracções
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15

Wu, Hsien-Ta, and 吳先達. "A Tool for GUI Test Case Generation Based on Hierarchical Finite State Machine." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/4xs6gz.

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碩士<br>國立臺北科技大學<br>資訊工程系研究所<br>95<br>Due to the widespread using of GUI (Graphical User Interface), GUI testing has become an important research topic. A popular GUI testing method is to construct a FSM (Finite State Machine) to model the interaction of GUI and then generate test cases based on the FSM. Unfortunately, when the GUI becomes increasingly sophisticated, the construction of FSM is very expensive. In this thesis, we propose a hierarchical FSM (HFSM), which is capable of reusing similar patterns (states and transitions) by composition and inheritance of sub-states. By using HFSM, the
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