6 resultados para offensive realism
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:
Our contemporary society still sees the fat body as a problematic issue. This refusal originated as a racist control practice and developed as an esthetical and medical problem, resulting in the stigmatization and discrimination of this marginalized social group. Drawing on a corpus of about 157,000 words, the present study aims to shed light on how journalistic language might play a role in reinforcing prejudices towards fat people and, consequently, their stigmatization. The corpus contains 305 articles on fatness and/or obesity that were taken from six Italian newspapers representing different political leanings. The analysis is based on three main research questions: which frames are used to represent fat people in Italian newspapers? Do women get a particular treatment when talked about in relation to fatness/obesity? Do the articles employ any stigmatizing discourse strategies? Results show particular emphasis on the medical aspects of fatness/obesity, in terms of consequences on fat people’s health due to their lifestyle choices, with little to no consideration of societal responsibility around weight stigma. There is also evidence of women being talked about more than men in connection with this topic, especially with regards to their duty to appear in a certain way and their responsibility as mothers. Furthermore, articles display a vast amount of stigmatizing discourses, that go from offensive referential and predicational strategies, to an explicit mockery of fat people. In conclusion, the journalistic discourses on fatness/obesity analyzed in the present study show problematic traits possibly affecting fat people’s quality of life and should be examined more extensively as to establish a generalizing pattern by taking a larger set of data into account.
Resumo:
Through the analysis of some case studies, this thesis aims at exploring translation strategies of humour in advertising. Every day we are surrounded by advertising material which prompts us to buy a certain product. Consequently, translation in this field takes on an importance that goes beyond mere linguistic rendition: the quality of the translation may have economic consequences for the underlying company. To this peculiar situation, some advertisements show an even more specific feature on which this study focuses: humour. Humour in advertising is a rather recent strategy with the great advantage of attracting attention and ensuring a greater impact on potential consumers. As a result, translating humour in advertising becomes an operation to be carried out with great awareness: first of all, it is necessary to know the culture (and not only the language) of the audience to which the advertisement is addressed, in order to preserve the humorous effect and avoid introducing offensive elements, one of the risks that will be discussed in the paper. This thesis begins with a theoretical section, which is divided into four chapters devoted respectively to the history and language of advertising, the history and theories of humour, humour as a strategy in advertising, and the translation of humour in advertising (with particular reference to examples of creative translations that demonstrate a mastery of the language and knowledge of the target culture). The analytical section is entrusted to the fifth chapter, which is dedicated to the analysis of humour-based advertising material. In order to preserve the coherence of the case study, international advertising campaigns of only one product type (beer) were chosen.
Resumo:
In this thesis, I address quantum theories and specifically quantum field theories in their interpretive aspects, with the aim of capturing some of the most controversial and challenging issues, also in relation to possible future developments of physics. To do so, I rely on and review some of the discussions carried on in philosophy of physics, highlighting methodologies and goals. This makes the thesis an introduction to these discussions. Based on these arguments, I built and conducted 7 face-to-face interviews with physics professors and an online survey (which received 88 responses from master's and PhD students and postdoctoral researchers in physics), with the aim of understanding how physicists make sense of concepts related to quantum theories and to find out what they can add to the discussion. Of the data collected, I report a qualitative analysis through three constructed themes.
Resumo:
Il fine di questo elaborato riguarda lo studio di soluzioni per il contrasto di giocatori baranti controllati da algoritmi presenti nel videogioco online Team Fortress 2. Dopo una breve introduzione alla storia degli sparatutto online, si descriverà il funzionamento di tutti i componenti che sviluppano l'ambiente di gioco, oltre a definire termini e sistemi vitali per la comprensione dell'elaborato ed una breve introduzione a Team Fortress 2. Si procederà alla discussione del cheat e dei software e/o environment sfruttati dagli attacanti in partita, andando a cercare di spiegare il meccanismo e l'origine di questi elementi, nonché introdurre il concetto dei bot baranti implementati usando il programma open source cathook. Una volta spiegata la minaccia si andrà a spiegare la difesa da parte del gioco e degli sviluppatori attraverso il software di anticheat Valve Anti-Cheat (VAC) presente sul gioco, definendo le terminologie e alcune caratteristiche comuni rispetto agli altri, per poi introdurre le nuove tecnologie di contrasto sviluppati per Counter Strike: Global Offensive, ovvero Overwatch, Trust Factor e l'anticheat con deep learning VACNET. Infine, dopo aver definito più approfonditamente il funzionamento degli algoritmi baranti, verranno suggerite delle possibili soluzioni implementabili e del motivo per cui non riescono a risolvere completamente il problema. Concluderemo spiegando cosa stanno facendo i sviluppatori, per poi descrivere come effettivamente il problema possiede come l'unica soluzione di evitare di giocare nei server ufficiali di gioco, mantenendo comunque gli algoritmi liberi nei server ufficiali.
Resumo:
Privacy issues and data scarcity in PET field call for efficient methods to expand datasets via synthetic generation of new data that cannot be traced back to real patients and that are also realistic. In this thesis, machine learning techniques were applied to 1001 amyloid-beta PET images, which had undergone a diagnosis of Alzheimer’s disease: the evaluations were 540 positive, 457 negative and 4 unknown. Isomap algorithm was used as a manifold learning method to reduce the dimensions of the PET dataset; a numerical scale-free interpolation method was applied to invert the dimensionality reduction map. The interpolant was tested on the PET images via LOOCV, where the removed images were compared with the reconstructed ones with the mean SSIM index (MSSIM = 0.76 ± 0.06). The effectiveness of this measure is questioned, since it indicated slightly higher performance for a method of comparison using PCA (MSSIM = 0.79 ± 0.06), which gave clearly poor quality reconstructed images with respect to those recovered by the numerical inverse mapping. Ten synthetic PET images were generated and, after having been mixed with ten originals, were sent to a team of clinicians for the visual assessment of their realism; no significant agreements were found either between clinicians and the true image labels or among the clinicians, meaning that original and synthetic images were indistinguishable. The future perspective of this thesis points to the improvement of the amyloid-beta PET research field by increasing available data, overcoming the constraints of data acquisition and privacy issues. Potential improvements can be achieved via refinements of the manifold learning and the inverse mapping stages during the PET image analysis, by exploring different combinations in the choice of algorithm parameters and by applying other non-linear dimensionality reduction algorithms. A final prospect of this work is the search for new methods to assess image reconstruction quality.