5 resultados para story grammar

em Universidad Politécnica de Madrid


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Review of this book, that is the author's Thesis Dissertation.

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This paper proposes the EvoBANE system. EvoBANE automatically generates Bayesian networks for solving special-purpose problems. EvoBANE evolves a population of individuals that codify Bayesian networks until it finds near optimal individual that solves a given classification problem. EvoBANE has the flexibility to modify the constraints that condition the solution search space, self-adapting to the specifications of the problem to be solved. The system extends the GGEAS architecture. GGEAS is a general-purpose grammar-guided evolutionary automatic system, whose modular structure favors its application to the automatic construction of intelligent systems. EvoBANE has been applied to two classification benchmark datasets belonging to different application domains, and statistically compared with a genetic algorithm performing the same tasks. Results show that the proposed system performed better, as it manages different complexity constraints in order to find the simplest solution that best solves every problem.

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In this paper, we introduce a dynamical complexity measure, namely the degree of team cooperation, in the aim of investigating "how much" the components of a grammar system cooperate when forming a team in the process of generating terminal words. We present several results which strongly suggest that this measure is trivial in the sense that the degree of team cooperation of any language is bounded by a constant. Finally, we prove that the degree of team cooperation of a given cooperating/distributed grammar system cannot be algorithmically computed and discuss a decision problem.

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The Caribbean and Central America are among the regions with highest HIV-1B prevalence worldwide. Despite of this high virus burden, little is known about the timing and the migration patterns of HIV-1B in these regions. Migration is one of the major processes shaping the genetic structure of virus populations. Thus, reconstruction of epidemiological network may contribute to understand HIV-1B evolution and reduce virus prevalence. We have investigated the spatio-temporal dynamics of the HIV-1B epidemic in The Caribbean and Central America using 1,610 HIV-1B partial pol sequences from 13 Caribbean and 5 Central American countries. Timing of HIV-1B introduction and virus evolutionary rates, as well as the spatial genetic structure of the HIV-1B populations and the virus migration patterns were inferred. Results revealed that in The Caribbean and Central America most of the HIV-1B variability was generated since the 80 s. At odds with previous data suggesting that Haiti was the origin of the epidemic in The Caribbean, our reconstruction indicated that the virus could have been disseminated from Puerto Rico and Antigua. These two countries connected two distinguishable migration areas corresponding to the (mainly Spanish-colonized) Easter and (mainly British-colonized) Western islands, which indicates that virus migration patterns are determined by geographical barriers and by the movement of human populations among culturally related countries. Similar factors shaped the migration of HIV-1B in Central America. The HIV-1B population was significantly structured according to the country of origin, and the genetic diversity in each country was associated with the virus prevalence in both regions, which suggests that virus populations evolve mainly through genetic drift. Thus, our work contributes to the understanding of HIV-1B evolution and dispersion pattern in the Americas, and its relationship with the geography of the area and the movements of human populations.

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We demonstrate generating complete and playable card games using evolutionary algorithms. Card games are represented in a previously devised card game description language, a context-free grammar. The syntax of this language allows us to use grammar-guided genetic programming. Candidate card games are evaluated through a cascading evaluation function, a multi-step process where games with undesired properties are progressively weeded out. Three representa- tive examples of generated games are analysed. We observed that these games are reasonably balanced and have skill ele- ments, they are not yet entertaining for human players. The particular shortcomings of the examples are discussed in re- gard to the generative process to be able to generate quality games