30 resultados para Scenario-based problem solving
em Instituto Politécnico do Porto, Portugal
Resumo:
This paper presents a project consisting on the development of an Intelligent Tutoring System, for training and support concerning the development of electrical installation projects to be used by electrical engineers, technicians and students. One of the major goals of this project is to devise a teaching model based on Intelligent Tutoring techniques, considering not only academic knowledge but also other types of more empirical knowledge, able to achieve successfully the training of electrical installation design.
Resumo:
As the time goes on, it is a question of common sense to involve in the process of decision making people scattered around the globe. Groups are created in a formal or informal way, exchange ideas or engage in a process of argumentation and counterargumentation, negotiate, cooperate, collaborate or even discuss techniques and/or methodologies for problem solving. In this work it is proposed an agent-based architecture to support a ubiquitous group decision support system, i.e. based on the concept of agent, which is able to exhibit intelligent, and emotional-aware behaviour, and support argumentation, through interaction with individual persons or groups. It is enforced the paradigm of Mixed Initiative Systems, so the initiative is to be pushed by human users and/or intelligent agents.
Resumo:
Multi-agent architectures are well suited for complex inherently distributed problem solving domains. From the many challenging aspects that arise within this framework, a crucial one emerges: how to incorporate dynamic and conflicting agent beliefs? While the belief revision activity in a single agent scenario is concentrated on incorporating new information while preserving consistency, in a multi-agent system it also has to deal with possible conflicts between the agents perspectives. To provide an adequate framework, each agent, built as a combination of an assumption based belief revision system and a cooperation layer, was enriched with additional features: a distributed search control mechanism allowing dynamic context management, and a set of different distributed consistency methodologies. As a result, a Distributed Belief Revision Testbed (DiBeRT) was developed. This paper is a preliminary report presenting some of DiBeRT contributions: a concise representation of external beliefs; a simple and innovative methodology to achieve distributed context management; and a reduced inter-agent data exchange format.
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Following the deregulation experience of retail electricity markets in most countries, the majority of the new entrants of the liberalized retail market were pure REP (retail electricity providers). These entities were subject to financial risks because of the unexpected price variations, price spikes, volatile loads and the potential for market power exertion by GENCO (generation companies). A REP can manage the market risks by employing the DR (demand response) programs and using its' generation and storage assets at the distribution network to serve the customers. The proposed model suggests how a REP with light physical assets, such as DG (distributed generation) units and ESS (energy storage systems), can survive in a competitive retail market. The paper discusses the effective risk management strategies for the REPs to deal with the uncertainties of the DAM (day-ahead market) and how to hedge the financial losses in the market. A two-stage stochastic programming problem is formulated. It aims to establish the financial incentive-based DR programs and the optimal dispatch of the DG units and ESSs. The uncertainty of the forecasted day-ahead load demand and electricity price is also taken into account with a scenario-based approach. The principal advantage of this model for REPs is reducing the risk of financial losses in DAMs, and the main benefit for the whole system is market power mitigation by virtually increasing the price elasticity of demand and reducing the peak demand.
Resumo:
The integration of wind power in eletricity generation brings new challenges to unit commitment due to the random nature of wind speed. For this particular optimisation problem, wind uncertainty has been handled in practice by means of conservative stochastic scenario-based optimisation models, or through additional operating reserve settings. However, generation companies may have different attitudes towards operating costs, load curtailment, or waste of wind energy, when considering the risk caused by wind power variability. Therefore, alternative and possibly more adequate approaches should be explored. This work is divided in two main parts. Firstly we survey the main formulations presented in the literature for the integration of wind power in the unit commitment problem (UCP) and present an alternative model for the wind-thermal unit commitment. We make use of the utility theory concepts to develop a multi-criteria stochastic model. The objectives considered are the minimisation of costs, load curtailment and waste of wind energy. Those are represented by individual utility functions and aggregated in a single additive utility function. This last function is adequately linearised leading to a mixed-integer linear program (MILP) model that can be tackled by general-purpose solvers in order to find the most preferred solution. In the second part we discuss the integration of pumped-storage hydro (PSH) units in the UCP with large wind penetration. Those units can provide extra flexibility by using wind energy to pump and store water in the form of potential energy that can be generated after during peak load periods. PSH units are added to the first model, yielding a MILP model with wind-hydro-thermal coordination. Results showed that the proposed methodology is able to reflect the risk profiles of decision makers for both models. By including PSH units, the results are significantly improved.
Resumo:
Swarm Intelligence generally refers to a problem-solving ability that emerges from the interaction of simple information-processing units. The concept of Swarm suggests multiplicity, distribution, stochasticity, randomness, and messiness. The concept of Intelligence suggests that problem-solving approach is successful considering learning, creativity, cognition capabilities. This paper introduces some of the theoretical foundations, the biological motivation and fundamental aspects of swarm intelligence based optimization techniques such Particle Swarm Optimization (PSO), Ant Colony Optimization (ACO) and Artificial Bees Colony (ABC) algorithms for scheduling optimization.
Resumo:
The main purpose of this paper is to propose a Multi-Agent Autonomic and Bio-Inspired based framework with selfmanaging capabilities to solve complex scheduling problems using cooperative negotiation. Scheduling resolution requires the intervention of highly skilled human problem-solvers. This is a very hard and challenging domain because current systems are becoming more and more complex, distributed, interconnected and subject to rapidly changing. A natural Autonomic Computing (AC) evolution in relation to Current Computing is to provide systems with Self-Managing ability with a minimum human interference.
Resumo:
In the last years there has been a considerable increase in the number of people in need of intensive care, especially among the elderly, a phenomenon that is related to population ageing (Brown 2003). However, this is not exclusive of the elderly, as diseases as obesity, diabetes, and blood pressure have been increasing among young adults (Ford and Capewell 2007). As a new fact, it has to be dealt with by the healthcare sector, and particularly by the public one. Thus, the importance of finding new and cost effective ways for healthcare delivery are of particular importance, especially when the patients are not to be detached from their environments (WHO 2004). Following this line of thinking, a VirtualECare Multiagent System is presented in section 2, being our efforts centered on its Group Decision modules (Costa, Neves et al. 2007) (Camarinha-Matos and Afsarmanesh 2001).On the other hand, there has been a growing interest in combining the technological advances in the information society - computing, telecommunications and knowledge – in order to create new methodologies for problem solving, namely those that convey on Group Decision Support Systems (GDSS), based on agent perception. Indeed, the new economy, along with increased competition in today’s complex business environments, takes the companies to seek complementarities, in order to increase competitiveness and reduce risks. Under these scenarios, planning takes a major role in a company life cycle. However, effective planning depends on the generation and analysis of ideas (innovative or not) and, as a result, the idea generation and management processes are crucial. Our objective is to apply the GDSS referred to above to a new area. We believe that the use of GDSS in the healthcare arena will allow professionals to achieve better results in the analysis of one’s Electronically Clinical Profile (ECP). This attainment is vital, regarding the incoming to the market of new drugs and medical practices, which compete in the use of limited resources.
Resumo:
Group decision making plays an important role in today’s organisations. The impact of decision making is so high and complex, that rarely the decision making process is made individually. In Group Decision Argumentation, there is a set of participants, with different profiles and expertise levels, that exchange ideas or engage in a process of argumentation and counter-argumentation, negotiate, cooperate, collaborate or even discuss techniques and/or methodologies for problem solving. In this paper, it is proposed a Multi-Agent simulator for the behaviour representation of group members in a decision making process. Agents behave depending on rational and emotional intelligence and use persuasive argumentation to convince and make alternative choices.
Resumo:
Knowledge is central to the modern economy and society. Indeed, the knowledge society has transformed the concept of knowledge and is more and more aware of the need to overcome the lack of knowledge when has to make options or address its problems and dilemmas. One’s knowledge is less based on exact facts and more on hypotheses, perceptions or indications. Even when we use new computational artefacts and novel methodologies for problem solving, like the use of Group Decision Support Systems (GDSSs), the question of incomplete information is in most of the situations marginalized. On the other hand, common sense tells us that when a decision is made it is impossible to have a perception of all the information involved and the nature of its intrinsic quality. Therefore, something has to be made in terms of the information available and the process of its evaluation. It is under this framework that a Multi-valued Extended Logic Programming language will be used for knowledge representation and reasoning, leading to a model that embodies the Quality-of-Information (QoI) and its quantification, along the several stages of the decision-making process. In this way, it is possible to provide a measure of the value of the QoI that supports the decision itself. This model will be here presented in the context of a GDSS for VirtualECare, a system aimed at sustaining online healthcare services.
Resumo:
Introdução: O movimento do membro superior está de forma inequívoca direccionado para a resolução de problemas neuromotores. O gesto de alcance constitui o exemplo mais evidente da capacidade deste segmento se organizar no espaço com objetivos específicos e relacionados com a concretização de um propósito motor. A diminuição da necessidade de recorrer a estratégias compensatórias podem ser melhoradas através da implementação de uma intervenção baseada num processo de raciocínio clínico, assente na comprensão dos componentes específicos do movimento e do controle motor, o conceito de Bobath (CB). Objetivo: Pretendeu-se analisar as alterações nas variáveis: deslocamento do tronco, tempo de execução do movimento, unidades de movimento e velocidade máxima da mão no gesto de alcançar em 4 indivíduos com alterações neuromotoras decorrentes de um AVE, face à aplicação de um programa de intervenção baseado no CB. Metodologia: O estudo apresenta quatro casos de indivíduos com AVE, que realizaram intervenção em fisioterapia baseada no CB, durante 12 semanas. Antes e após a intervenção, analisadas as variáveis: deslocamento do tronco, tempo de execução do movimento, unidades de movimento e velocidade máxima da mão no gesto de alcançar recorrendo ao Qualisys Track Manager. Avaliou-se os movimentos compensatórios durante o gesto de alcance, através da Reach Performance Test e a Fugl-Meyer Assessment of Motor Recovery after Stroke para avaliar o comprometimento motor do MS. Resultados: Após a intervenção, os indivíduos em estudo apresentaram, na sua maioria, uma diminuição dos movimentos compensatórios no movimento de alcance. Apresentando diminuição deslocamento do troco, tempo de execução do movimento, unidades de movimento e um aumento na velocidade da mão. Conclusão: A intervenção baseada no CB teve efeitos positivos do ponto de vista do CP do tronco e MS, nos quatro indivíduos com AVE.
Resumo:
Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student’s difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.
Resumo:
Orientadora: Doutora Anabela Mesquita Teixeira Sarmento
Resumo:
Constraints nonlinear optimization problems can be solved using penalty or barrier functions. This strategy, based on solving the problems without constraints obtained from the original problem, have shown to be e ective, particularly when used with direct search methods. An alternative to solve the previous problems is the lters method. The lters method introduced by Fletcher and Ley er in 2002, , has been widely used to solve problems of the type mentioned above. These methods use a strategy di erent from the barrier or penalty functions. The previous functions de ne a new one that combine the objective function and the constraints, while the lters method treat optimization problems as a bi-objective problems that minimize the objective function and a function that aggregates the constraints. Motivated by the work of Audet and Dennis in 2004, using lters method with derivative-free algorithms, the authors developed works where other direct search meth- ods were used, combining their potential with the lters method. More recently. In a new variant of these methods was presented, where it some alternative aggregation restrictions for the construction of lters were proposed. This paper presents a variant of the lters method, more robust than the previous ones, that has been implemented with a safeguard procedure where values of the function and constraints are interlinked and not treated completely independently.
Resumo:
O presente trabalho foi elaborado no âmbito da Dissertação Final de Mestrado do curso de Engenharia Mecânica – Gestão Industrial do Instituto Superior de Engenharia do Porto. Este foi realizado numa empresa da indústria de pneus, a Continental Mabor S.A.. Nos dias atuais, a indústria esta cada vez mais competitiva, os custos e os prazos da entrega são cada vez mais reduzidos e a qualidade cada vez mais exigente, assim sendo, é imprescindível uma constante melhoria do sistema produtivo. Este fato fez com que o presente trabalho tivesse como principal objetivo determinar o estado atual e delinear um plano de melhoria para um equipamento (Extrusora de pisos nº6), recentemente instalado na fábrica mas oriundo de outra fábrica do grupo, recorrendo para tal ao Lean Manufacturing e a ferramentas que lhe estão associadas. Inicialmente realizou-se uma análise e diagnóstico ao processo de extrusão de pisos na Extrusora nº6, com o intuito de avaliar todas as suas ineficiências e ainda formular um plano de melhorias para a ineficiência de maior impacto no sistema produtivo. Esta análise foi realizada em diferentes turnos e diferentes equipas de trabalho de forma a se obter uma amostra mais representativa da realidade global. Após esta análise verificou-se que as principais ineficiências eram Setup, conformidade do material, dimensões e encravamentos, entre outros. Sendo que os Setup provocam um tempo de paragem de 101 minutos por turno, escolheu-se esta perturbação como o foco do plano de melhorias a realizar posteriormente. De forma a reduzir os tempos de mudança (Setup), o autor no presente trabalho utilizou ferramentas Lean Manufacturing, principalmente o SMED. Conjuntamente com o SMED ainda foram utilizadas outras ferramentas Lean Manufacturing tais como: 5S, Gestão Visual, Problem Solving e Normalização do Método de Trabalho. Após a implementação de todas estas ferramentas obteve-se uma redução de tempos de mudança de 43% com 1 operador e 71% com 2 operadores, ou seja, reduziu-se de 40,5 minutos gastos por turno para a mudança de fieira para 23,13 min e 11,79 min respetivamente, o que corresponde a um ganho monetário anual de 63.621€ ou 105.045€, respetivamente. Com este trabalho conclui-se que a utilização de ferramentas Lean Manufacturing contribuem para a redução dos desperdícios do processo produtivo. Por isso, espera-se que este estudo seja aplicado na Extrusora nº6 e nas restantes Extrusoras de pisos existentes na fábrica, e num futuro próximo que se realize estudos semelhantes em máquinas com diferentes funções.