4 resultados para Real systems

em AMS Tesi di Laurea - Alm@DL - Università di Bologna


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The research work presented in the thesis describes a new methodology for the automated near real-time detection of pipe bursts in Water Distribution Systems (WDSs). The methodology analyses the pressure/flow data gathered by means of SCADA systems in order to extract useful informations that go beyond the simple and usual monitoring type activities and/or regulatory reporting , enabling the water company to proactively manage the WDSs sections. The work has an interdisciplinary nature covering AI techniques and WDSs management processes such as data collection, manipulation and analysis for event detection. Indeed, the methodology makes use of (i) Artificial Neural Network (ANN) for the short-term forecasting of future pressure/flow signal values and (ii) Rule-based Model for bursts detection at sensor and district level. The results of applying the new methodology to a District Metered Area in Emilia- Romagna’s region, Italy have also been reported in the thesis. The results gathered illustrate how the methodology is capable to detect the aforementioned failure events in fast and reliable manner. The methodology guarantees the water companies to save water, energy, money and therefore enhance them to achieve higher levels of operational efficiency, a compliance with the current regulations and, last but not least, an improvement of customer service.

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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.

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The need to effectively manage the documentation covering the entire production process, from the concept phase right through to market realise, constitutes a key issue in the creation of a successful and highly competitive product. For almost forty years the most commonly used strategies to achieve this have followed Product Lifecycle Management (PLM) guidelines. Translated into information management systems at the end of the '90s, this methodology is now widely used by companies operating all over the world in many different sectors. PLM systems and editor programs are the two principal types of software applications used by companies for their process aotomation. Editor programs allow to store in documents the information related to the production chain, while the PLM system stores and shares this information so that it can be used within the company and made it available to partners. Different software tools, which capture and store documents and information automatically in the PLM system, have been developed in recent years. One of them is the ''DirectPLM'' application, which has been developed by the Italian company ''Focus PLM''. It is designed to ensure interoperability between many editors and the Aras Innovator PLM system. In this dissertation we present ''DirectPLM2'', a new version of the previous software application DirectPLM. It has been designed and developed as prototype during the internship by Focus PLM. Its new implementation separates the abstract logic of business from the real commands implementation, previously strongly dependent on Aras Innovator. Thanks to its new design, Focus PLM can easily develop different versions of DirectPLM2, each one devised for a specific PLM system. In fact, the company can focus the development effort only on a specific set of software components which provides specialized functions interacting with that particular PLM system. This allows shorter Time-To-Market and gives the company a significant competitive advantage.

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I sistemi software nati dall'esigenza di supportare agevolmente ed efficacemente il lavoro cooperativo, in particolare quelli orientati al supporto di azioni di soccorso in scenari di emergenza, appaiono tutt'ora fortemente limitati e frammentati. In molti casi vengono affrontate solamente specifiche dimensioni del problema complessivo, anche se il livello al quale è giunto lo sviluppo tecnologico e i risultati osservati in ambito di ricerca permettono di delineare soluzioni complete e significative per l'impiego in ambiti reali. Tale tipologia di sistemi è stata scelta per il grande interesse che desta sia dal punto di vista accademico, essendo costituita da molteplici sotto--sistemi spesso eterogenei che debbono necessariamente interagire e supportare l'azione umana, sia dal punto di vista industriale, interpretando la necessità crescente di iniettare nel maggior numero possibile di livelli sociali la forte dipendenza (il supporto allo stesso tempo) dalle scienze tecnologiche ed informatiche, per rafforzare e talvolta estendere le possibilità dell'essere umano in quanto tale. Dopo una prima fase in cui verrà delineato un quadro concettuale piuttosto dettagliato circa i principali elementi e problematiche che caratterizzano la classe di sistemi considerati, sarà dato spazio alla validazione di tali principi e considerazioni emerse, confrontandosi con la progettazione e sviluppo in forma prototipale di un sotto--sistema relativo ad un caso di studio reale, significativo per l'ambito di applicazione, nato dalla collaborazione con l'Università degli Studi di Bologna di un'azienda della regione Emilia--Romagna. Il sistema software realizzato vuole essere innanzi tutto la risposta alle esigenze emerse nel caso di studio trattato, in modo tale da potersi sostituire agli attuali limitati supporti alla cooperazione, ma anche un esperimento che possa essere considerato un artefatto centrale da utilizzare come base di conoscenza condivisa, in cui vengano fattorizzati i concetti e meccanismi chiave, fondamentali per sviluppi futuri.