4 resultados para Artificial satellites in telecommunications
em AMS Tesi di Laurea - Alm@DL - Università di Bologna
Resumo:
While the use of distributed intelligence has been incrementally spreading in the design of a great number of intelligent systems, the field of Artificial Intelligence in Real Time Strategy games has remained mostly a centralized environment. Despite turn-based games have attained AIs of world-class level, the fast paced nature of RTS games has proven to be a significant obstacle to the quality of its AIs. Chapter 1 introduces RTS games describing their characteristics, mechanics and elements. Chapter 2 introduces Multi-Agent Systems and the use of the Beliefs-Desires-Intentions abstraction, analysing the possibilities given by self-computing properties. In Chapter 3 the current state of AI development in RTS games is analyzed highlighting the struggles of the gaming industry to produce valuable. The focus on improving multiplayer experience has impacted gravely on the quality of the AIs thus leaving them with serious flaws that impair their ability to challenge and entertain players. Chapter 4 explores different aspects of AI development for RTS, evaluating the potential strengths and weaknesses of an agent-based approach and analysing which aspects can benefit the most against centralized AIs. Chapter 5 describes a generic agent-based framework for RTS games where every game entity becomes an agent, each of which having its own knowledge and set of goals. Different aspects of the game, like economy, exploration and warfare are also analysed, and some agent-based solutions are outlined. The possible exploitation of self-computing properties to efficiently organize the agents activity is then inspected. Chapter 6 presents the design and implementation of an AI for an existing Open Source game in beta development stage: 0 a.d., an historical RTS game on ancient warfare which features a modern graphical engine and evolved mechanics. The entities in the conceptual framework are implemented in a new agent-based platform seamlessly nested inside the existing game engine, called ABot, widely described in Chapters 7, 8 and 9. Chapter 10 and 11 include the design and realization of a new agent based language useful for defining behavioural modules for the agents in ABot, paving the way for a wider spectrum of contributors. Chapter 12 concludes the work analysing the outcome of tests meant to evaluate strategies, realism and pure performance, finally drawing conclusions and future works in Chapter 13.
Resumo:
The large scale development of an Intelligent Transportation System is very close. The main component of such a smart environment is the network that provides connectivity for all vehicles. Public safety is the most demanding application because requires a fast, reliable and secure communication. Although IEEE 802.11p is presently the only full wireless standard for vehicular communications, recent advancements in 3GPP LTE provide support to direct communications and the ongoing activities are also addressing the vehicle to vehicle case. This thesis focuses on the resource allocation procedures and performance of LTE-V2V. To this aim, a MATLAB simulator has been implemented and results have been obtained adopting different mobility models for both in-coverage and out-of-coverage scenarios.
Resumo:
This thesis concerns the study of the variable stars and resolved stellar populations in four recently discovered dSphs, namely, Hercules and Ursa Major I (UMa I), which are UFD satellites of the MW; Andromeda XIX (And XIX) and Andromeda XXI (And XXI), which are satellites of M31. The main aim is to obtain detailed informations on the properties (age, metallicity, distance, and Oosterhoff type) of the stellar populations in these galaxies, to compare them with those of other satellites around the MW and M31, both ''classical'' dSphs and UFDs. The observables used to achieve these goals are the pulsating variables, especially the RR Lyrae stars, and the color magnitude diagram (CMD) of the resolved stellar populations. In particular, for UMa I, we combined B, V time-series observations from four different ground-based telescopes (Cassini, TLS, TT1 and Subaru) and for Hercules, we used archival data acquired with the Advanced Camera for Surveys (ACS) on board the HST. We used, instead B and V times-series photometry obtained with the Large Binocular Telescope (LBT) for And XIX and And XXI .
Resumo:
L’obiettivo del progetto è stato quello di realizzare ed analizzare aggregati artificiali creati attraverso geopolimerizzazione e macro-incapsulazione di paraffina in aggregati leggeri espansi, discutendo i loro possibili impieghi nelle pavimentazioni stradali. Dopo un'accurata calibrazione delle miscele geopolimeriche, sono stati realizzati degli aggregati artificiali, in seguito caratterizzati in accordo con la norma UNI EN 10343, con l'intento di sostituire materiali stradali vergini. Contemporaneamente, sono stati prodotti aggregati leggeri impregnati di paraffina (PCM), in grado di cambiare fase una volta raggiunti all'incirca i 3 °C, e successivamente rivestiti da due strati di resina poliestere e polvere di granito, denominati PLA: sfruttandone le proprietà termiche, si è valutato il loro possibile utilizzo come soluzione anti-icing. L’ultima fase della ricerca è stata incentrata nella realizzazione di aggregati geopolimerici espansi e molto porosi che potessero contenere una elevata quantità di PCM, sostituendo l'argilla espansa utilizzata nella produzione degli PLA.