163 resultados para Intel·ligència artificial -- TFC
Resumo:
Our work is concerned with user modelling in open environments. Our proposal then is the line of contributions to the advances on user modelling in open environments thanks so the Agent Technology, in what has been called Smart User Model. Our research contains a holistic study of User Modelling in several research areas related to users. We have developed a conceptualization of User Modelling by means of examples from a broad range of research areas with the aim of improving our understanding of user modelling and its role in the next generation of open and distributed service environments. This report is organized as follow: In chapter 1 we introduce our motivation and objectives. Then in chapters 2, 3, 4 and 5 we provide the state-of-the-art on user modelling. In chapter 2, we give the main definitions of elements described in the report. In chapter 3, we present an historical perspective on user models. In chapter 4 we provide a review of user models from the perspective of different research areas, with special emphasis on the give-and-take relationship between Agent Technology and user modelling. In chapter 5, we describe the main challenges that, from our point of view, need to be tackled by researchers wanting to contribute to advances in user modelling. From the study of the state-of-the-art follows an exploratory work in chapter 6. We define a SUM and a methodology to deal with it. We also present some cases study in order to illustrate the methodology. Finally, we present the thesis proposal to continue the work, together with its corresponding work scheduling and temporalisation
Resumo:
In the future, robots will enter our everyday lives to help us with various tasks.For a complete integration and cooperation with humans, these robots needto be able to acquire new skills. Sensor capabilities for navigation in real humanenvironments and intelligent interaction with humans are some of the keychallenges.Learning by demonstration systems focus on the problem of human robotinteraction, and let the human teach the robot by demonstrating the task usinghis own hands. In this thesis, we present a solution to a subproblem within thelearning by demonstration field, namely human-robot grasp mapping. Robotgrasping of objects in a home or office environment is challenging problem.Programming by demonstration systems, can give important skills for aidingthe robot in the grasping task.The thesis presents two techniques for human-robot grasp mapping, directrobot imitation from human demonstrator and intelligent grasp imitation. Inintelligent grasp mapping, the robot takes the size and shape of the object intoconsideration, while for direct mapping, only the pose of the human hand isavailable.These are evaluated in a simulated environment on several robot platforms.The results show that knowing the object shape and size for a grasping taskimproves the robot precision and performance
Resumo:
The Condemned es un juego de lucha en dos dimensiones desarrollado en Flash CS4 y ActionScript 3. El juego consta de cuatro pantallas, en cada una de ellas el jugador se enfrenta a un enemigo controlado por el ordenador a través de una inteligencia artificial. En la creación de este videojuego se ha pasado por todas las fases de desarrollo: diseño gráfico de personajes y escenarios, programación y control de errores.
Resumo:
This paper introduces how artificial intelligence technologies can be integrated into a known computer aided control system design (CACSD) framework, Matlab/Simulink, using an object oriented approach. The aim is to build a framework to aid supervisory systems analysis, design and implementation. The idea is to take advantage of an existing CACSD framework, Matlab/Simulink, so that engineers can proceed: first to design a control system, and then to design a straightforward supervisory system of the control system in the same framework. Thus, expert systems and qualitative reasoning tools are incorporated into this popular CACSD framework to develop a computer aided supervisory system design (CASSD) framework. Object-variables an introduced into Matlab/Simulink for sharing information between tools
Resumo:
Delivery context-aware adaptative heterogenous systems. Currently, many types of devices that have gained access to the network is large and diverse. The different capabilities and characteristics of them, in addition to the different characteristics and preferences of users, have generated a new goal to overcome: how to adapt the contents taking into account this heterogeneity, known as the “delivery context.” The concepts of adaptation and accessibility have been widely discussed and have resulted in many proposals, standards and techniques designed to solve the problem, making it necessary to refine the analysis of the issue to be considered in the process of adaptation. We present a tour of the various proposals and standards that have marked the area of heterogeneous systems works, and others who have worked since the real-time interaction through agents based platforms. All targeted to solve a common goal: the delivery context
Resumo:
Plan recognition is the problem of inferring the goals and plans of an agent from partial observations of her behavior. Recently, it has been shown that the problem can be formulated and solved usingplanners, reducing plan recognition to plan generation.In this work, we extend this model-basedapproach to plan recognition to the POMDP setting, where actions are stochastic and states are partially observable. The task is to infer a probability distribution over the possible goals of an agent whose behavior results from a POMDP model. The POMDP model is shared between agent and observer except for the true goal of the agent that is hidden to the observer. The observations are action sequences O that may contain gaps as some or even most of the actions done by the agent may not be observed. We show that the posterior goal distribution P(GjO) can be computed from the value function VG(b) over beliefs b generated by the POMDPplanner for each possible goal G. Some extensionsof the basic framework are discussed, and a numberof experiments are reported.
Resumo:
Classical planning has been notably successful in synthesizing finite plans to achieve states where propositional goals hold. In the last few years, classical planning has also been extended to incorporate temporally extended goals, expressed in temporal logics such as LTL, to impose restrictions on the state sequences generated by finite plans. In this work, we take the next step and consider the computation of infinite plans for achieving arbitrary LTL goals. We show that infinite plans can also be obtained efficiently by calling a classical planner once over a classical planning encoding that represents and extends the composition of the planningdomain and the B¨uchi automaton representingthe goal. This compilation scheme has been implemented and a number of experiments are reported.
Resumo:
In this paper the core functions of an artificial intelligence (AI) for controlling a debris collector robot are designed and implemented. Using the robot operating system (ROS) as the base of this work a multi-agent system is built with abilities for task planning.
Resumo:
MMORPG són les sigles de Massive Multiplayer Online Role Playing Game: Joc de Rol Multijugador Online Massiu. Els jugadors connecten a un servidor i poden interactuar entre ells en el món virtual que el joc ofereix. Hi pot haver milers d'usuaris connectats simultàniament al mateix món, generant una població i molt d'ambient si el servidor està ben programat, i latència i/o bloquejos si se supera el límit de jugadors simultanis que el servidor suporta. El més atractiu d'aquest tipus de jocs és que dónen la capacitat de jugar amb i/o contra altra gent real. Resulta molt més emocionant veure intel•ligència real dins el joc, sense que tot sigui intel•ligència artificial. A més d'això hi ha el fet de que pràcticament tots aquests jocs són de l'estil Sandbox o sorral, cosa que significa que el jugador és totalment lliure de fer el que vulgui en un món obert, sense haver de seguir una trama lineal. Durant el principi del segon curs vaig començar a investigar una manera de poder jugar a Lineage 2 des de la residència en la que estava aquí a Vic, ja que la seva connexió a Internet tenia un proxy que bloquejava tots els ports excepte HTTP i algunes poques excepcions més, així que no podia connectar al seu servidor per jugar. I aquí vaig topar amb L2JServer, un projecte open source que emula un servidor de Lineage 2. Només instal•lant una base de dades MySQL, el java JDK i extraient uns arxius a una carpeta, ja podies executar el teu propi servidor d'aquest joc. Per entrar-hi només calia enganyar el programa client redirigint la DNS oficial cap a la teva IP utilitzant el fitxer hosts de windows i ja hi podies entrar.
Resumo:
Aquest projecte documenta la realització d'un videojoc anomenat TriviaRace per a la consola Xbox 360. Els jugadors han de competir per ser els primers en arribar al final de l'escenari i contestar correctament a una pregunta que se'ls formula. Per arribar-hi abans que els seus contrincants, poden utilitzar objectes per a molestar-los. Poden jugar 4 jugadors simultàniament, ja siguin controlats per persones reals o per la consola, mitjançant una senzilla intel·ligència artificial. El desenvolupament del joc s'ha realitzat mitjançant XNA, unes eines de Microsoft orientades a la creació de videojocs per a vàries plataformes, inclosa la consola Xbox 360.
Resumo:
El imaginario colectivo actual, reflejado sobre todo en el cine, muestra una profunda transformación de las características esenciales de la humanidad. La racionalidad ha sido desplazada por otros aspectos tradicionalmente relegados a lo irracional, lo animal, lo corporal, como la emotividad, el deseo, las pasiones. La ciencia-ficción y el cine expresan perfectamente esta deriva, pero no son las únicas manifestaciones. Juntamente con algunos ejemplos cinematográficos, este artículo extrae otros provenientes de la filosofía o la literatura modernas, así como de las barbaries sociales contemporáneas -genocidio, colonialismo¿ y alguna otra nota del campo de la neurología científica y la inteligencia artificial.
Resumo:
Organisations in Multi-Agent Systems (MAS) have proven to be successful in regulating agent societies. Nevertheless, changes in agents' behaviour or in the dynamics of the environment may lead to a poor fulfilment of the system's purposes, and so the entire organisation needs to be adapted. In this paper we focus on endowing the organisation with adaptation capabilities, instead of expecting agents to be capable of adapting the organisation by themselves. We regard this organisational adaptation as an assisting service provided by what we call the Assistance Layer. Our generic Two Level Assisted MAS Architecture (2-LAMA) incorporates such a layer. We empirically evaluate this approach by means of an agent-based simulator we have developed for the P2P sharing network domain. This simulator implements 2-LAMA architecture and supports the comparison between different adaptation methods, as well as, with the standard BitTorrent protocol. In particular, we present two alternatives to perform norm adaptation and one method to adapt agents'relationships. The results show improved performance and demonstrate that the cost of introducing an additional layer in charge of the system's adaptation is lower than its benefits.
Resumo:
We introduce a width parameter that bounds the complexity of classical planning problems and domains, along with a simple but effective blind-search procedure that runs in time that is exponential in the problem width. We show that many benchmark domains have a bounded and small width provided thatgoals are restricted to single atoms, and hence that such problems are provably solvable in low polynomial time. We then focus on the practical value of these ideas over the existing benchmarks which feature conjunctive goals. We show that the blind-search procedure can be used for both serializing the goal into subgoals and for solving the resulting problems, resulting in a ‘blind’ planner that competes well with a best-first search planner guided by state-of-the-art heuristics. In addition, ideas like helpful actions and landmarks can be integrated as well, producing a planner with state-of-the-art performance.
Resumo:
Planning with partial observability can be formulated as a non-deterministic search problem in belief space. The problem is harder than classical planning as keeping track of beliefs is harder than keeping track of states, and searching for action policies is harder than searching for action sequences. In this work, we develop a framework for partial observability that avoids these limitations and leads to a planner that scales up to larger problems. For this, the class of problems is restricted to those in which 1) the non-unary clauses representing the uncertainty about the initial situation are nvariant, and 2) variables that are hidden in the initial situation do not appear in the body of conditional effects, which are all assumed to be deterministic. We show that such problems can be translated in linear time into equivalent fully observable non-deterministic planning problems, and that an slight extension of this translation renders the problem solvable by means of classical planners. The whole approach is sound and complete provided that in addition, the state-space is connected. Experiments are also reported.
Resumo:
El present TFM té per objectiu aplicar tècniques d'intel·ligència artificial per analitzar la incidència de l'esforç d'alta intensitat en la generació d'IncRNA.