3 resultados para Scientific Algorithms. Evolutionary Computation. Metaheuristics. Car Renter Salesman Problem
em Universitat de Girona, Spain
Resumo:
Reinforcement learning (RL) is a very suitable technique for robot learning, as it can learn in unknown environments and in real-time computation. The main difficulties in adapting classic RL algorithms to robotic systems are the generalization problem and the correct observation of the Markovian state. This paper attempts to solve the generalization problem by proposing the semi-online neural-Q_learning algorithm (SONQL). The algorithm uses the classic Q_learning technique with two modifications. First, a neural network (NN) approximates the Q_function allowing the use of continuous states and actions. Second, a database of the most representative learning samples accelerates and stabilizes the convergence. The term semi-online is referred to the fact that the algorithm uses the current but also past learning samples. However, the algorithm is able to learn in real-time while the robot is interacting with the environment. The paper shows simulated results with the "mountain-car" benchmark and, also, real results with an underwater robot in a target following behavior
Resumo:
The design of control, estimation or diagnosis algorithms most often assumes that all available process variables represent the system state at the same instant of time. However, this is never true in current network systems, because of the unknown deterministic or stochastic transmission delays introduced by the communication network. During the diagnosing stage, this will often generate false alarms. Under nominal operation, the different transmission delays associated with the variables that appear in the computation form produce discrepancies of the residuals from zero. A technique aiming at the minimisation of the resulting false alarms rate, that is based on the explicit modelling of communication delays and on their best-case estimation is proposed
Resumo:
Aquesta tesi tracta del disseny, implementació i discussió d'algoritmes per resoldre problemes de visibilitat i bona-visibilitat utilitzant el hardware gràfic de l'ordinador. Concretament, s'obté una discretització dels mapes de multi-visibilitat i bona-visibilitat a partir d'un conjunt d'objectes de visió i un conjunt d'obstacles. Aquests algoritmes són útils tant per fer càlculs en dues dimensions com en tres dimensions. Fins i tot ens permeten calcular-los sobre terrenys.