Дисертації з теми "Game tree"
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Brockington, Mark Gordon. "Asynchronous parallel game-tree search." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ29023.pdf.
Zhao, Boning. "A THEORETIC APPROACH FOR BINARY GAME TREE EVALUATION." Case Western Reserve University School of Graduate Studies / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=case1586520140611046.
Sista, Subrahmanya Srivathsava. "Adversarial Game Playing Using Monte Carlo Tree Search." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1479820656701076.
Kenobi, Ben Tuhoe. "Hiding in a hollow tree." AUT University, 2010. http://hdl.handle.net/10292/886.
Cheng, Chee Chian. "RESOURCE CONSTRAINT COOPERATIVE GAME WITH MONTE CARLO TREE SEARCH." OpenSIUC, 2016. https://opensiuc.lib.siu.edu/dissertations/1239.
Rossin, Samuel. "Steiner Tree Games." Oberlin College Honors Theses / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=oberlin1464700445.
Mäser, Fabian. "Divide and conquer in game tree search : algorithms, software and case studies /." [S.l.] : [s.n.], 2001. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=14149.
Bolin, Jakob, and Nico Palmroos. "Monte-Carlo Tree Search Used for Fortification in the Game of Risk." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-297698.
Strategispelet Risk är ett väldigt populärt brädspel som är lätt att lära sig men svårt att bemästra. Syftet med detta projekt är att utforska spelets befästningsfas, där spelarens trupper flyttas mellan territorier. Vår metod är baserad på en anpassning av Monte Carlo trädsökning (MCTS) till Risk. För att förbättra trupprörelserna föreslår vi två tekniker, ”hierarchical search” och ”progressive bias”. Dessa metoder, i kombination med andra tillägg av MCTS, jämförs sedan mot en standard agent i spelet. Våra resultat visar att hierarchical search förbättrade MCTS agentens spelstyrka och att progressivce bias har möjlighet att förbättra agenten men kräver fortsatt utforskning.
Kandidatexjobb i elektroteknik 2020, KTH, Stockholm
Wang, Yuan. "Mastering the Game of Gomoku without Human Knowledge." DigitalCommons@CalPoly, 2018. https://digitalcommons.calpoly.edu/theses/1865.
Lunday, Brian Joseph. "Resource Allocation on Networks: Nested Event Tree Optimization, Network Interdiction, and Game Theoretic Methods." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/77323.
Ph. D.
Nermansson, Niklas. "Evaluating how Non-player Character personalities affect the game experience in Future Happiness Challenge." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12813.
Artificiell intelligens (AI) används i många spel och det är vanligt att datorstyrda karaktärer (Non-Player Characters) föreställer människor. För att göra dessa karaktärer trovärdiga och ge känslan av att leva så behöver deras beteenden göras så mänskliga som möjligt. Tre egenskaper som ofta används för att göra karaktärerna mänskliga är behov, såsom att äta eller sova, sociala relationer och personligheter. Målet med det här arbetet var att skapa en AI med olika personligheter som karaktärerna kan ha i spelet Future Happiness Challenge (FHC) och jämföra dessa personligheter samt försöka ta reda på om personligheter ökar spelupplevelsen. Tre olika personligheter implementerades; självisk, osjälvisk och balanserad. Dessa valdes då FHC ger spelaren möjligheten att spela antingen själviskt eller osjälviskt. Det kan spelas som ett lag eller som en egoist som inte bryr sig om de andra. Denna rapport försöker svara på frågan om spelaren föredrar en osjälvisk karaktär över en självisk i ett spel där denna möjlighet finns. Dessa extrema personligheter jämförs också med en balanserad. Under utvecklingen av AIn och personligheterna användes tekniken Behaviour Tree (BT) och större delen av implementationen är presenterad i detta arbete för att ge ett exempel på hur personligheter kan implementeras i ett spel som FHC. Resultaten föreslår att personligheter ökar spelupplevelsen och ett intressant samband kan ses mellan spelarnas preferens av NPC och spelarnas personligheter i FHC. Istället för att alltid föredra en självisk eller osjälvisk NPC, verkar spelarna föredra den NPC som har en personlighet lik sin egen i spelet.
Chattopadhyay, Dipayan. "Distributed Decision Tree Induction Using Multi-agent Based Negotiation Protocol." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1406810377.
Poromaa, Erik Ragnar. "Crushing Candy Crush : Predicting Human Success Rate in a Mobile Game using Monte-Carlo Tree Search." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-206595.
Duminy, Willem Harklaas. "A learning framework for zero-knowledge game playing agents." Diss., University of Pretoria, 2007. http://hdl.handle.net/2263/28767.
Dissertation (MSc)--University of Pretoria, 2007.
Computer Science
MSc
Unrestricted
Amerongen, Maddison Julia. "Networks of communication : defense-related signal transfer between tree seedlings via mycorrhizal networks and an educational mycorrhizal-focused video game." Thesis, University of British Columbia, 2016. http://hdl.handle.net/2429/59444.
Forestry, Faculty of
Forest and Conservation Sciences, Department of
Graduate
Liljekrantz, Jhimmy. "Planting The Tree Upside Down? : Perspectives on Actors' Influence on the Development of Democracy in Kosovo." Thesis, Växjö University, School of Social Sciences, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-1616.
This study explores different actors’ perceptions on how the democratization process is being influenced in Kosovo. It is based upon empirical facts gathered during a field study in Kosovo. The material was mainly gathered through interviews with different representatives from international organizations present in Kosovo and with members of the Kosovar political elite.
The theoretical standpoint in the study draws on the theory of polyarchy for defining the concept of democracy, and the two-level game. The interaction between domestic and international actors within the democratization process is highlighted.
The conclusions are that different actors are influencing the ongoing democratization process in Kosovo, mainly international external ones acting in several ways and on different levels. This influence is considered by the international community and the domestic political elite to be necessary both for the continued development of democracy and for the preservation of stability. However as the influence has more or less become institutionalized, problems occur when responsibility is handed over to domestic authorities without accountability being made clear.
Toney, Ethan. "Improving Table Scans for Trie Indexed Databases." UKnowledge, 2018. https://uknowledge.uky.edu/cs_etds/76.
Öberg, Viktor. "EVOLUTIONARY AI IN BOARD GAMES : An evaluation of the performance of an evolutionary algorithm in two perfect information board games with low branching factor." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11175.
Mathonat, Romain. "Rule discovery in labeled sequential data : Application to game analytics." Thesis, Lyon, 2020. http://www.theses.fr/2020LYSEI080.
It is extremely useful to exploit labeled datasets not only to learn models and perform predictive analytics but also to improve our understanding of a domain and its available targeted classes. The subgroup discovery task has been considered for more than two decades. It concerns the discovery of rules covering sets of objects having interesting properties, e.g., they characterize a given target class. Though many subgroup discovery algorithms have been proposed for both transactional and numerical data, discovering rules within labeled sequential data has been much less studied. In that context, exhaustive exploration strategies can not be used for real-life applications and we have to look for heuristic approaches. In this thesis, we propose to apply bandit models and Monte Carlo Tree Search to explore the search space of possible rules using an exploration-exploitation trade-off, on different data types such as sequences of itemset or time series. For a given budget, they find a collection of top-k best rules in the search space w.r.t chosen quality measure. They require a light configuration and are independent from the quality measure used for pattern scoring. To the best of our knowledge, this is the first time that the Monte Carlo Tree Search framework has been exploited in a sequential data mining setting. We have conducted thorough and comprehensive evaluations of our algorithms on several datasets to illustrate their added-value, and we discuss their qualitative and quantitative results. To assess the added-value of one or our algorithms, we propose a use case of game analytics, more precisely Rocket League match analysis. Discovering interesting rules in sequences of actions performed by players and using them in a supervised classification model shows the efficiency and the relevance of our approach in the difficult and realistic context of high dimensional data. It supports the automatic discovery of skills and it can be used to create new game modes, to improve the ranking system, to help e-sport commentators, or to better analyse opponent teams, for example
Svanström, Martin. "Honeycomb & path generation : En struktur för en ständigt växande karta ochgenerell generation av slumpmässiga vägar." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-21244.
Lindstam, Tim, and Anton Svensson. "Behavior Based Artificial Intelligence in a Village Environment." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20522.
Couetoux, Adrien. "Monte Carlo Tree Search pour les problèmes de décision séquentielle en milieu continus et stochastiques." Phd thesis, Université Paris Sud - Paris XI, 2013. http://tel.archives-ouvertes.fr/tel-00927252.
Trutman, Michal. "Agentní systém pro hraní her." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234964.
Båtelsson, Herman. "Behavior Trees in the Unreal Engine : Function and Application." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296222.
Detta examensarbete beskriver implementationen och funktionaliteten av användargränssnittet för att skapa beteendeträd i Unreal Engine (version 4.10). Arbetet analyserar den slutgiltiga versionen av beteendeträden i ett spelutvecklingsprojekt som utfördes under ett år med en grupp vars antal växlade mellan fyra och sju medlemmar. Spelat som analyseras är ett tredjepersons äventyrsspel som innehåller fyra typer av grundläggande beteendeträd. Två fiender som huvudsakligen rör sig mot spelaren för att anfalla när de är inom räckhåll, och två bossar med individuella beteenden. Arbetet beskriver de olika typerna av noder tillgängliga i Unreal Engine och även hur beteendeträden i spelet är uppbyggda. Fokus läggs på hur strukturen uppnår det nödvändiga resultatet samt på hur processen resulterade i den slutgiltiga versionen av beteendeträden.
Kolář, Vít. "Umělá inteligence ve hře Bang!" Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-235543.
Žlebek, Petr. "Hra Sokoban a umělá inteligence." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2021. http://www.nusl.cz/ntk/nusl-442845.
König, Bernhard Andreas. "Trees, Games and Reflections." Diss., lmu, 2002. http://nbn-resolving.de/urn:nbn:de:bvb:19-81.
König, Bernhard. "Trees, games and reflections." [S.l.] : [s.n.], 2001. http://deposit.ddb.de/cgi-bin/dokserv?idn=964459620.
VEGA, KATIA FABIOLA CANEPA. "TREG: A GAME FOR TRAINING IN REQUIREMENTS ENGINEERING." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2010. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=29096@1.
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE EXCELENCIA ACADEMICA
TREG é um jogo para o treinamento em Engenharia de Requisitos, especificamente na técnica de Workshops. Foi criado no Second Life, usando suas possibilidades de modelagem 3D e programação. Este trabalho apresenta uma experiência de exploração num processo de prototipação e técnicas para o desenvolvimento do jogo. O ciclo de desenvolvimento do TREG utiliza o processo de prototipação baseado no livro Effective Prototyping for Software Makers, que descreve um processo iterativo que foi customizado para a criação do jogo educacional neste mundo virtual. Branching Stories é um género de simulações que dá uma visão geral de todos os caminhos possíveis do jogador no TREG. A técnica de Cenários é utilizada para a especificação das simulações modeladas no gráfico de Branching Stories. O desenho do TREG utiliza especificações feitas usando a técnica de Cenários para a modelagem de diferentes perspectivas de software. As maquinas de Estados modelam o comportamento dinâmico dos elementos de software, o diagrama de classes representa os objetos criados no Second Life e o diagrama de comunicação mostra as relações e a passagem de mensagens entre os objetos. Além disso, este trabalho apresenta os resultados dos testes de usabilidade e as dificuldades apresentadas pelos participantes para a utilização desta ferramenta.
TREG is a game for training in Requirements Engineering, specifically in the Workshops technique. It was created in Second Life using its building and scripting possibilities. This works presents an exploration in the use of a prototyping process and techniques for developing the game. The prototyping process of the book Effective Prototyping for Software Makers is an iterative process which was customized for the development of the game in this virtual world. Branching Stories is a simulation genre that gives an overview of all the possible paths the player can take in TREG. Scenario is a Requirements Engineering technique used for the specification of the simulations modeled in the Branching Stories graph. The design of TREG used the Scenarios specifications for modeling the software perspectives. The state machine diagrams shows the dynamic behavior of the TREG objects, a class diagram represents the objects created in Second Life and the communication diagrams shows the relationships and the flow of messages between objects. This work also shows the results of the evaluation made and the difficulties presented by the participants whereas TREG was used.
TREG es un juego para el entrenamiento en Ingeniería de Requisitos específicamente en la técnica de Workshops. Fue creado en Second Life, usando las posibilidades de modelamiento 3D y programación en este ambiente. Este trabajo presenta una experiencia de exploración en un proceso de prototipación y técnicas para desarrollar el juego. El ciclo de desarrollo de TREG utiliza el proceso de prototipación basado en el libro Effective Prototyping for Software Makers, este es un proceso iterativo que fue personalizado para la creación del juego educacional en este mundo virtual. Branching Stories es un género de simulaciones que da una visión global de todos los caminos posibles del jugador en TREG. La técnica de Escenarios es usada para la especificación de las simulaciones modeladas en el grafo de Branching Stories. El diseno de TREG utiliza las especificaciones realizadas con la técnica de escenarios para modelar diversas perspectivas del software. Las Maquinas de Estados modelan el comportamiento dinámico de los elementos del software, el diagrama de clases representa los objetos creados en Second Life y el diagrama de comunicación muestra las relaciones y paso de mensajes entre los objetos. Además, este trabajo muestra los resultados de la evaluación realizada así como las dificultades presentadas por los participantes al utilizar esta herramienta.
Winther-Larssen, Einar H. "Design of an Electric X-mas Tree Gate Valve Actuator." Thesis, Norwegian University of Science and Technology, Department of Engineering Cybernetics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9579.
The increasing need for more energy in the world is making the oil companies search for hydrocarbons in deeper water and with longer distances between the well and platform(step-out) never experienced before. Current systems are designed to operate in deepwater with relatively short step-outs. Since the search now is starting to exceed this, the operational conditions are changed and the electro-hydraulic system is closing in on its operational limits. Hence, the increasing need for a system that supports the long step-outs and the deeper water. Aker Kvaerner has started looking into the development for an All Electric Subsea Production system. In co-operation with Aker Kvaerner Subsea, a functional design specification for an electric subsea gate valve actuator has been developed and included in this thesis. This functional design specification will include all the requirements that a subsea electric actuator must conform to. This includes the operational requirements, size limitations, failsafe needs etc. Based on this specification, a design for a electric actuator and including motor driver control system layout on the all electric x-mas tree is proposed as a part of the All Electric Subsea Production system. The actuator will be used to operate the gate valves on a x-mas tree which controls the flow of hydrocarbons through the valves into the pipelines. Most of the existing subsea gate valve actuators are currently using hydraulic oil to operate the valves linearly. Here a concept is being suggested in replacement of the hydraulic fluid, while still complying with the necessary design specification. A number of electrical machines for potential use in this application are presented and evaluated. A Permanent Magnet Synchronous Machine is being investigated further. These machines can be custom made, and can also be made with built in redundancy. Calculation of size for the Permanent Magnet Synchronous Machine has been done, to determine suitability within the space limitation of the apparatus. Two layouts for controlling the actuators on the all electric x-mas tree are proposed. These two are also evaluated against the standards made for subsea production systems and the no 'single point failure' requirement made by the industry. The chosen solution proposed for controlling the electrical actuators is an integrated design, where all actuators have their own motor driver inside. This thesis conclude that an electrical actuator will be technically and mechanically possible to build(from an electrical perspective), using the design and control layout proposed.
Whitehouse, Daniel. "Monte Carlo Tree Search for games with hidden information and uncertainty." Thesis, University of York, 2014. http://etheses.whiterose.ac.uk/8117/.
Kemp, John J. "Trek : a real time multi-player game for Xerox networked workstations /." Online version of thesis, 1990. http://hdl.handle.net/1850/10586.
Schwahn, Anne [Verfasser]. "Cut Trees: Bases and Games / Anne Schwahn." München : Verlag Dr. Hut, 2010. http://d-nb.info/1004342845/34.
Guignard, Adrien. "Jeux de coloration de graphes." Thesis, Bordeaux 1, 2011. http://www.theses.fr/2011BOR14391/document.
Part 1: Domination Game and its variantsDomination game is a combinatorial game that consists in marking vertices of a graph so that a marked vertex has no marked neighbors. The first player unable to mark a vertex loses the game.Since the computing of winning strategies is an NP-hard problem for any graphs, we examine some specific families of graphs such as complete k-partite graphs, paths or saws. For these families, we establish the set of losing elements. For other families, such as caterpillars, we prove that exists a polynomial algorithm for the computation of outcome and winning strategies. No polynomial algorithm has been found to date for more general families, such as trees.We also study 28 variants of Domination game, including the 12 variants defined by J. Conway for any combinatorial game. Using game functions, we find the set of losing paths for 10 of these 12 variants. We also investigate 16 variants called diameter, for instance when rules require to play on the component that has the largest diameter.Part 2: The game chromatic number of treesThis parameter is computed from a coloring game: Alice and Bob alternatively color the vertices of a graph G, using one of the k colors in the color set. Alice has to achieve the coloring of the entire graph whereas Bob has to prevent this. Faigle and al. proved that the game chromatic number of a tree is at most 4. We undertake characterization of trees with a game chromatic number of 3. Since this problem seems difficult for general trees, we focus on sub-families: 1-caterpillars and caterpillars without holes.For these families we provide the characterization and also compute winning strategies for Alice and Bob. In order to do so, we are led to define a new notion, the bitype, that for a partially-colored graph G associates two letters indicating who has a winning strategy respectively on G and G with an isolated vertex. Bitypes allow us to demonstrate several properties, in particular to compute the game chromatic number of a graph from the bitypes of its connected components
Walvoort, Clayton A. "Peg Solitaire on Trees with Diameter Four." Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/etd/1113.
Oakes, Bentley. "Practical and theoretical issues of evolving behaviour trees for a turn-based game." Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=119721.
L'application de l'informatique évolutive au domaine de l'Intelligence Artificielle (IA) émerge naturellement. Pour l'industrie du divertissement (jeux ludiques), IA fait référence aux différents éléments visuels ou non qui déterminent une partie importante de l'expérience du joueur. Cette responsabilité fait en sorte que développer des système d'IA n'est pas une tâche simple, ce qui en fait un domaine de recherche intéressant. Ce travail applique les concepts d'informatique évolutive a un jeu par tour en lassant évoluer des stratégies d'IA. Les stratégies sont représentées par des arbres de comportement. Nous retrouvons cet automate dans l'industrie des jeux digitales, en général il est flexibles et bien adapté a l'informatique évolutive. Durant le processus d'évolution les stratégies sont évaluées dans le jeu Battle for Wesnoth, un jeu logiciel libre de nature stochastique. Une fonction d'aptitude est assignée aux stratégies afin de déterminer numériquement leur efficacité, de plus l'algorithme utilise des mesures robuste à la variance du processus. L'algorithme d'évolution recombine les stratégies efficaces utilisant des opérateurs évolutionnaires basés sur littérature par exemple, mutation ou transition. De plus amples expériences se concentrent sur différents paramètres et leurs utilités, par exemple les fonctions d'aptitudes. L'algorithme utilise de multiples états initiales : stratégie nulle, stratégie issue du hasard et stratégies de conception humaine. Les stratégies sont ensuite testées dans le jeu. Il est démontré par la suite que les stratégies évoluées par l'algorithme sont plus efficace que leurs états initiaux.
Saffidine, Abdallah. "Solving Games and All That." Phd thesis, Université Paris Dauphine - Paris IX, 2013. http://tel.archives-ouvertes.fr/tel-01022750.
Granberg, Orrevall Aron. "Monto Carlo Tree Search in Real Time Strategy Games with Applications to Starcraft 2." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263150.
Denna uppsats presenterar en arkitektur för ett program som kan spela realtidsspelet Starcraft 2 (SC2) genom att använda Monte Carlo Tree Search (MCTS) tillsammans med genetiska algoritmer och maskininlärningsmetoder. Tillsammans med MCTS-sökningen så presenteras också en snabb och exakt stridssimulator för SC2 samt en optimeringsalgoritm för bygg-ordningar som separata moduler. MCTS has studerats mycket inom turordningsbaserade spel som till exempel Go och Schack, däremot så har det utforskats mindre när det kommer till realtidsspel. Att använda maskininlärning och planeringsalgoritmer i realtidsstrategispel utan att kräva långa träningstider har visat sig vara en utmaning. Denna uppsats utforskar hur ett modellbaserat tillvägagångssätt, baserat på reglerna för spelet, kan användas för att skapa ett bra presterande program.
Park, Won-Kyu, Yo-Jung Kim, Jung-Wook Seo, Jin-Ho Lee, and Tomasz Wazny. "Tree-Ring Dating of Sinmu-Mun, The North Gate of Kyungbok Palace in Seoul." Tree-Ring Society, 2007. http://hdl.handle.net/10150/622557.
Aguiar, Matheus Araújo. "Um agente jogador de GO com busca em árvore Monte-Carlo aprimorada por memória esparsamente distribuída." Universidade Federal de Uberlândia, 2013. https://repositorio.ufu.br/handle/123456789/12547.
Com mais de 4000 anos de história, o jogo de Go é atualmente um dos mais populares jogos de tabuleiro e representa um grande desao para a Inteligência Articial. Apesar de suas regras simples, as técnicas que anteriormente obtiveram sucesso em outros jogos como xadrez e damas não conseguem lidar satisfatoriamente com os padrões e comportamentos complexos que emergem durante uma partida de Go. O presente trabalho implementa o SDM-Go, um agente jogador de Go competitivo que procura reduzir a utilização de supervisão no processo de busca pelo melhor movimento. O SDM-Go emprega o modelo de memória esparsamente distribuída como um recurso adicional à busca em árvore Monte- Carlo utilizada por muitos dos melhores agentes automáticos atuais. Baseado no jogador código-aberto Fuego o uso da memória esparsamente distribuída pelo SDM-Go tem como objetivo ser uma alternativa ao processo fortemente supervisionado utilizado por aquele agente. A busca em árvore Monte-Carlo executada pelo jogador Fuego utiliza um conjunto de heurísticas codicadas por prossionais humanos para guiar as simulações e também avaliar novos nós encontrados na árvore. De maneira distinta, o SDM-Go implementa uma abordagem não supervisionada e independente de domínio, onde o histórico dos valores dos estados de tabuleiros previamente visitados durante a busca são utilizados para avaliar novos estados de tabuleiro (nós da árvore de busca). Desta maneira, o SDM-Go reduz a supervisão do agente Fuego, substituindo as heurísticas deste pela memória esparsamente distribuída que funciona como repositório das informações do histórico de estados de tabuleiro visitados. Assim, as contribuições do SDM-Go consistem em: (1) a utilização de uma memória esparsamente distribuída para substituir a abordagem supervisionada do Fuego para avaliar previamente novos nós encontrados na árvore; (2) a implementação de uma representação de tabuleiro baseada em vetores de bits, para não comprometer o desempenho do sistema em função dos tabuleiros armazenados na memória; (3) a extensão da utilização dos resultados das simulações Monte-Carlo para atualizar os valores dos tabuleiros armazenados na memória. Diferentemente de muitos outros agentes atuais, o uso da memória esparsamente distribuída representa uma abordagem independente de domínio. Os resultados obtidos em torneios contra o conhecido agente código-aberto Fuego mostram que o SDM-Go consegue desempenhar com sucesso a tarefa de prover uma abordagem independente de domínio e não supervisionada para avaliar previamente novos nós encontrados na árvore de busca. Apesar do maior tempo de processamento requerido pela utilização da memória esparsamente distribuída, peça central para o desempenho do agente, o SDM-Go consegue manter um nível de jogo competitivo, principalmente no tabuleiro 9X9.
Mestre em Ciência da Computação
Ramineni, Narahari. "Tree Restructuring Approach to Mapping Problem in Cellular Architecture FPGAS." PDXScholar, 1995. https://pdxscholar.library.pdx.edu/open_access_etds/4914.
Wu, Lifei. "Minimization of Permuted Reed-Muller Trees and Reed-Muller Trees for Cellular Logic Programmable Gate Arrays." PDXScholar, 1993. https://pdxscholar.library.pdx.edu/open_access_etds/4745.
Lemaitre, Juliette. "Vers une simplification de la conception de comportements stratégiques pour les opposants dans les jeux vidéo de stratégie." Thesis, Compiègne, 2017. http://www.theses.fr/2017COMP2343/document.
This PhD thesis addresses the topic of creating artificial intelligence (AI) to control high-level decision-making in strategy games. This kind of game offers complex environments that require the manipulation of a large number of resources by choosing actions depending on long-term goals. This AI design is not simple because it is about providing to the player a playful and interesting experience. Hence, the aim is not to create unbeatable behaviors, but rather to display several personality traits allowing the player to face diverse opponents. Its creation involves game designers who are responsible of defining several strategies according to the experience they want to provide to the player, and game developers who implement those strategies to put them into the game. The collaboration between them requires many exchanges and development iterations to obtain a result corresponding to game designers’ expectations. The objective of this PhD thesis is to improve and simplify the creation of strategical behaviors by proposing a strategy model intelligible to game designers and that can be interfaced easily with developers’ work. For game designers, a strategy model has been created to allow them to express rules guiding the choice of goals and their allocated resources. These rules make it possible for game designers to express which goal to choose according to the context but also to choose several of them and give them relative importance in order to influence the resource distribution. To improve intelligibility we use a graphical model inspired from finite state machines and behavior trees. Our proposition also includes a strategy engine which executes the strategies created with the model. This execution produces directives that are represented by a list of selected strategical goals and the resources that have been allocated according to the importance and needs of each goal. These directives are intended for a tactical module in charge of their application. The developers are then responsible for the implementation of this tactical module. Our solution enables game designers to directly design the strategical level of an AI and therefore facilitates their cooperation with game developers and simplifies the entire creation process of the AI
Jangid, Anuradha. "Verifying IP-Cores by Mapping Gate to RTL-Level Designs." Case Western Reserve University School of Graduate Studies / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=case1385975878.
Olsson, Maria. ""True gamer" culture on Twitch and its effect on female streamers." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24013.
Cakan, Ali. "Determining the importance of nationality on the outcome of battles using classification trees." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Jun%5FCakan.pdf.
Thesis advisor(s): Thomas W. Lucas, Samuel E. Buttrey. Includes bibliographical references (p. 73). Also available online.
Benfold, Ben. "The acquisition of coarse gaze estimates in visual surveillance." Thesis, University of Oxford, 2011. http://ora.ox.ac.uk/objects/uuid:59186519-9fee-4005-9570-0e3cf0384447.
Aasgaard, Peter Wilhelm Valerius. "En gate." Thesis, KTH, Arkitektur, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208423.
Project description: Three planned high schools in the area were to have a common building with different social functions, such as a library, social areas and a dining room. Early on in the process, I figured that the program had many functions that potensially could be interesting for the general public, such as a library, social areas and an exhibition. This led to the concept of opening up the building and making it accessible to everyone, creating potensial for an active building, even after school hours. So how can openness be communicated in form? My concept was to extend the public space and let it continue uninterrupted through the whole interior., in short: a ramp. By connecting the ramp to Enskede, lying ten metres above the plot, the building became a public street. Stockholm municipality had an ambition for opening up Slakthusomradet, and the building became a part of this project. The program in the assignment excisted of many zones, usually associated with staff areas. I wanted to change that conception and make these rooms open to the public. These rooms included for example administration, cleaning and kitchen. The materials used were all taken from typical public spaces, such as concrete, stone, asphalt, steel and glass. Furthermore, the character of the materials were to change when you moved from “the street” and into the closed spaces. Here you would find wooden walls and furniture, as well as curtains of cotton.
Burger, Clayton. "A hybridisation technique for game playing using the upper confidence for trees algorithm with artificial neural networks." Thesis, Nelson Mandela Metropolitan University, 2014. http://hdl.handle.net/10948/3957.
Vanden, Boom Michael T. "Weak cost automata over infinite trees." Thesis, University of Oxford, 2012. http://ora.ox.ac.uk/objects/uuid:16c6de98-545f-4d2d-acda-efc040049452.