3 resultados para nth characteristic of a real number

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


Relevância:

100.00% 100.00%

Publicador:

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.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The first goal of this study is to analyse a real-world multiproduct onshore pipeline system in order to verify its hydraulic configuration and operational feasibility by constructing a simulation model step by step from its elementary building blocks that permits to copy the operation of the real system as precisely as possible. The second goal is to develop this simulation model into a user-friendly tool that one could use to find an “optimal” or “best” product batch schedule for a one year time period. Such a batch schedule could change dynamically as perturbations occur during operation that influence the behaviour of the entire system. The result of the simulation, the ‘best’ batch schedule is the one that minimizes the operational costs in the system. The costs involved in the simulation are inventory costs, interface costs, pumping costs, and penalty costs assigned to any unforeseen situations. The key factor to determine the performance of the simulation model is the way time is represented. In our model an event based discrete time representation is selected as most appropriate for our purposes. This means that the time horizon is divided into intervals of unequal lengths based on events that change the state of the system. These events are the arrival/departure of the tanker ships, the openings and closures of loading/unloading valves of storage tanks at both terminals, and the arrivals/departures of trains/trucks at the Delivery Terminal. In the feasibility study we analyse the system’s operational performance with different Head Terminal storage capacity configurations. For these alternative configurations we evaluated the effect of different tanker ship delay magnitudes on the number of critical events and product interfaces generated, on the duration of pipeline stoppages, the satisfaction of the product demand and on the operative costs. Based on the results and the bottlenecks identified, we propose modifications in the original setup.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Nowadays, information security is a very important topic. In particular, wireless networks are experiencing an ongoing widespread diffusion, also thanks the increasing number of Internet Of Things devices, which generate and transmit a lot of data: protecting wireless communications is of fundamental importance, possibly through an easy but secure method. Physical Layer Security is an umbrella of techniques that leverages the characteristic of the wireless channel to generate security for the transmission. In particular, the Physical Layer based-Key generation aims at allowing two users to generate a random symmetric keys in an autonomous way, hence without the aid of a trusted third entity. Physical Layer based-Key generation relies on observations of the wireless channel, from which harvesting entropy: however, an attacker might possesses a channel simulator, for example a Ray Tracing simulator, to replicate the channel between the legitimate users, in order to guess the secret key and break the security of the communication. This thesis work is focused on the possibility to carry out a so called Ray Tracing attack: the method utilized for the assessment consist of a set of channel measurements, in different channel conditions, that are then compared with the simulated channel from the ray tracing, to compute the mutual information between the measurements and simulations. Furthermore, it is also presented the possibility of using the Ray Tracing as a tool to evaluate the impact of channel parameters (e.g. the bandwidth or the directivity of the antenna) on the Physical Layer based-Key generation. The measurements have been carried out at the Barkhausen Institut gGmbH in Dresden (GE), in the framework of the existing cooperation agreement between BI and the Dept. of Electrical, Electronics and Information Engineering "G. Marconi" (DEI) at the University of Bologna.