947 resultados para Hybrid-game Strategies
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These lecture notes describe the use and implementation of a framework in which mathematical as well as engineering optimisation problems can be analysed. The foundations of the framework and algorithms described -Hierarchical Asynchronous Parallel Evolutionary Algorithms (HAPEAs) - lie upon traditional evolution strategies and incorporate the concepts of a multi-objective optimisation, hierarchical topology, asynchronous evaluation of candidate solutions , parallel computing and game strategies. In a step by step approach, the numerical implementation of EAs and HAPEAs for solving multi criteria optimisation problems is conducted providing the reader with the knowledge to reproduce these hand on training in his – her- academic or industrial environment.
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These lecture notes highlight some of the recent applications of multi-objective and multidisciplinary design optimisation in aeronautical design using the framework and methodology described in References 8, 23, 24 and in Part 1 and 2 of the notes. A summary of the methodology is described and the treatment of uncertainties in flight conditions parameters by the HAPEAs software and game strategies is introduced. Several test cases dealing with detailed design and computed with the software are presented and results discussed in section 4 of these notes.
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We introduce a procedure to infer the repeated-game strategies that generate actions in experimental choice data. We apply the technique to set of experiments where human subjects play a repeated Prisoner's Dilemma. The technique suggests that two types of strategies underly the data.
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The research on multiple classifiers systems includes the creation of an ensemble of classifiers and the proper combination of the decisions. In order to combine the decisions given by classifiers, methods related to fixed rules and decision templates are often used. Therefore, the influence and relationship between classifier decisions are often not considered in the combination schemes. In this paper we propose a framework to combine classifiers using a decision graph under a random field model and a game strategy approach to obtain the final decision. The results of combining Optimum-Path Forest (OPF) classifiers using the proposed model are reported, obtaining good performance in experiments using simulated and real data sets. The results encourage the combination of OPF ensembles and the framework to design multiple classifier systems. © 2011 Springer-Verlag.
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Several theories assume that successful team coordination is partly based on knowledge that helps anticipating individual contributions necessary in a situational task. It has been argued that a more ecological perspective needs to be considered in contexts evolving dynamically and unpredictably. In football, defensive plays are usually coordinated according to strategic concepts spanning all members and large areas of the playfield. On the other hand, fewer people are involved in offensive plays as these are less projectable and strongly constrained by ecological characteristics. The aim of this study is to test the effects of ecological constraints and player knowledge on decision making in offensive game scenarios. It is hypothesized that both knowledge about team members and situational constraints will influence decisional processes. Effects of situational constraints are expected to be of higher magnitude. Two teams playing in the fourth league of the Swiss Football Federation participate in the study. Forty customized game scenarios were developed based on the coaches’ information about player positions and game strategies. Each player was shown in ball possession four times. Participants were asked to take the perspective of the player on the ball and to choose a passing destination and a recipient. Participants then rated domain specific strengths (e.g., technical skills, game intelligence) of each of their teammates. Multilevel models for categorical dependent variables (team members) will be specified. Player knowledge (rated skills) and ecological constraints (operationalized as each players’ proximity and availability for ball reception) are included as predictor variables. Data are currently being collected. Results will yield effects of parameters that are stable across situations as well as of variable parameters that are bound to situational context. These will enable insight into the degree to which ecological constraints and more enduring team knowledge are involved in decisional processes aimed at coordinating interpersonal action.
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This paper presents advanced optimization techniques for Mission Path Planning (MPP) of a UAS fitted with a spore trap to detect and monitor spores and plant pathogens. The UAV MPP aims to optimise the mission path planning search and monitoring of spores and plant pathogens that may allow the agricultural sector to be more competitive and more reliable. The UAV will be fitted with an air sampling or spore trap to detect and monitor spores and plant pathogens in remote areas not accessible to current stationary monitor methods. The optimal paths are computed using a Multi-Objective Evolutionary Algorithms (MOEAs). Two types of multi-objective optimisers are compared; the MOEA Non-dominated Sorting Genetic Algorithms II (NSGA-II) and Hybrid Game are implemented to produce a set of optimal collision-free trajectories in three-dimensional environment. The trajectories on a three-dimension terrain, which are generated off-line, are collision-free and are represented by using Bézier spline curves from start position to target and then target to start position or different position with altitude constraints. The efficiency of the two optimization methods is compared in terms of computational cost and design quality. Numerical results show the benefits of coupling a Hybrid-Game strategy to a MOEA for MPP tasks. The reduction of numerical cost is an important point as the faster the algorithm converges the better the algorithms is for an off-line design and for future on-line decisions of the UAV.
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The paper investigates two advanced Computational Intelligence Systems (CIS) for a morphing Unmanned Aerial Vehicle (UAV) aerofoil/wing shape design optimisation. The first CIS uses Genetic Algorithm (GA) and the second CIS uses Hybridized GA (HGA) with the concept of Nash-Equilibrium to speed up the optimisation process. During the optimisation, Nash-Game will act as a pre-conditioner. Both CISs; GA and HGA, are based on Pareto optimality and they are coupled to Euler based Computational Fluid Dynamic (CFD) analyser and one type of Computer Aided Design (CAD) system during the optimisation.
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A block-structured adaptive mesh refinement (AMR) technique has been used to obtain numerical solutions for many scientific applications. Some block-structured AMR approaches have focused on forming patches of non-uniform sizes where the size of a patch can be tuned to the geometry of a region of interest. In this paper, we develop strategies for adaptive execution of block-structured AMR applications on GPUs, for hyperbolic directionally split solvers. While effective hybrid execution strategies exist for applications with uniform patches, our work considers efficient execution of non-uniform patches with different workloads. Our techniques include bin-packing work units to load balance GPU computations, adaptive asynchronism between CPU and GPU executions using a knapsack formulation, and scheduling communications for multi-GPU executions. Our experiments with synthetic and real data, for single-GPU and multi-GPU executions, on Tesla S1070 and Fermi C2070 clusters, show that our strategies result in up to a 3.23 speedup in performance over existing strategies.
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Drawing from the resource-based view and transaction costs economics, we develop a theoretical framework to explain why small and large firms face different levels of resource access needs and resource access capabilities, which mediate the relationship between firm size and hybrid governance. Employing a sample of 317 venture capital firms, drawn across six European countries, we empirically assess our framework in the context of venture capital syndication. We estimate a path model using structural equation modeling and find, consistent with our theoretical framework, mediating effects of different types of resource access needs and resource access capabilities between VC firm size and syndication frequency. These findings advance the small business literature by highlighting the trade-offs that size imposes on firms that seek to manage their access to external resources through hybrid governance strategies.
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Les politiques éducatives se multiplient à l’échelle des pays industrialisés mais celles-ci semblent rencontrer de graves problèmes d’atteinte de résultats concrets et satisfaisants. La mise en œuvre d’une politique, notamment les stratégies gouvernementales « hybrides » sélectionnées, c’est-à-dire des stratégies d’implantation de politiques qui misent à la fois sur des stratégies « top-down » et aussi « bottom-up », semble être un élément-clé à considérer pour leur efficience (Gather-Thurler, 2000; Van Zanten, 2004; Fullan, 2005, 2007). Or, les connaissances concernant ces stratégies de mise en œuvre sont partielles, encore peu développées et les raisons qui expliquent ces choix politiques se font rares; ce qui rend la production de politiques effectives et durables difficile (Fullan, 2000; Leithwood et Earl, 2000; Van Zanten, 2004). Le Québec a entrepris, en 1997, une réforme à grande échelle de son système d’éducation; réforme qui mise explicitement sur des stratégies gouvernementales « hybrides » pour sa réalisation. Cette étude s’attarde à cette réforme, plus spécifiquement à sa réforme du curriculum au primaire, afin de : 1) retracer les grands moments-clés de la mise en œuvre de la politique associés aux différentes dimensions du concept d’« hybridité »; 2) identifier et décrire les stratégies gouvernementales « hybrides » qui leur sont associées; 3) formuler des hypothèses explicatives provisoires et les valider; 4) élaborer un modèle explicatif et 5) expliciter l’incidence du modèle proposé sur les théories existantes. Cette étude de cas est effectuée par l’entremise de deux formes de cueillette de données complémentaires : une analyse documentaire et des entrevues semi-dirigées. Une analyse documentaire est réalisée à partir des documents formels de l’autorité publique (N=14) et d’une revue de presse, de 1995 à 2003 (N=648). Les entrevues (N=23) visent, pour leur part, à recueillir les propos des : 1) concepteurs et décideurs; 2) opérationnalisateurs; 3) concepteurs-opérationnalisateurs et 4) experts. La combinaison des données recueillies permet d’établir la comparaison entre le processus et la structure (Meny et Thoenig, 1989), le prescriptif et l’effectif, afin de comprendre la vraie dynamique qui a animé le processus de mise en œuvre de la politique étudiée. Ainsi, l’examen du processus de mise en œuvre de la réforme du curriculum québécois du primaire permet de retracer le modèle d’implantation de la politique curriculaire québécoise. Ce modèle d’implantation novateur fait état du fait que des stratégies hybrides non improvisées et exigeantes furent pensées et proposées par les autorités québécoises. Ce modèle d’implantation élaboré permettait de penser que la politique curriculaire québécoise allait, possiblement, permettre d’obtenir des résultats tangibles et durables dans les milieux scolaires. L’analyse de la structure de mise en œuvre révèle, pour sa part, que les stratégies d’implantation qui se sont déployées sur le terrain rejoignaient presqu’intégralement les stratégies « hybrides » initialement prévues. Le processus d’implantation a cependant connu une évolution différente de celle attendue. La mise en œuvre concrète qui s’est vécue sur le terrain fut difficile et hasardeuse, malgré l’approche « hybride » adoptée. Les éléments qui expliquent les difficultés d’implantation vécues sont présentés et analysés dans cette étude.
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A inferência de estratégias ofensivas em esportes coletivos pode ser realizada a partir da análise dos padrões de jogo observados durante a disputa. Para que isso ocorra, há a necessidade da formalização de classes de comportamentos específicos para a modalidade de forma a discriminar perfis de jogo com base na identificação das ações mais recorrentes. No basquetebol as ações são encadeadas ao longo da posse de bola, sendo que os diferentes tipos de sequências de ações contêm características que os diferenciam e podem influenciar diretamente no desfecho do ataque. Nesse trabalho foi apresentada uma proposta contendo diferentes possibilidades de sequenciamento de dinâmicas ofensivas baseadas em um modelo teórico descrito na literatura. Os procedimentos de validação do sequenciamento de dinâmicas ofensivas e os testes de reprodutibilidade e objetividade realizados junto a técnicos de basquetebol apresentaram valores elevados demonstrando a consistência dos critérios para a elaboração de 27 tipos de concatenações dependentes (Qui-quadrado >0,78). Além disso, a estrutura desenvolvida foi concluída através da aplicação do constructo a jogos de basquetebol da liga profissional Americana (NBA) (28 partidas, dentre as quais 10 partidas do confronto entre Spurs x Thunder, 10 partidas referentes ao confronto entre Heat e Pacers e 8 partidas da disputa envolvendo Heat e Spurs, sendo analisados ambos os ataques em cada confronto, válidos pela temporada regular e na fase de playoffs). Os resultados gerados a partir da análise foram apresentados através de árvores de decisão e grafos de modo a facilitar a visualização dos comportamentos identificados. A árvore de decisão apresentou as ações na sequência exata em que ocorreram nas posses de bola, enquanto os grafos mostraram os encadeamentos mais recorrentes entre duas dinâmicas ofensivas. Assim ambas as técnicas se mostraram complementares e auxiliaram na observação e análise dos perfis de jogo de cada equipe e na realização de inferências acerca de sua estratégia ofensiva. A formalização dos tipos de sequenciamento de ações ofensivas pode auxiliar treinadores e profissionais do basquetebol no desenho de estratégias, análise dos padrões de suas equipes e adversários e estruturação de sessões de treinamento que considerem os comportamentos ofensivos de modo dinâmico e contextualizado dentro de um encadeamento lógico de ações de jogo
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El sistema de eslabones propuesto por PUNI se basa en una serie de pasos fundamentales en la preparación psicológica de los deportistas ante una competencia concreta. En primera instancia se hace referencia a: (a) la selección de información necesaria, suficiente y confiable acerca de las condiciones de la próxima competición y sobre las particularidades del rival, (b) al análisis de los recursos y posibilidades del propio equipo, (c) a la definición de estrategias de juego y de objetivos específicos individuales, (d) a la actualización de motivos personal y socialmente importantes en concordancia con los objetivos de la participación, (e) a la modelación de condiciones de la próxima competición, (f) a la preparación especial para el encuentro, utilizando obstáculos competitivos de diversa gravedad (especialmente acontecimientos inesperados), (g) a la definición de mecanismos de autorregulación de estados internos desfavorables y (h) a la selección y utilización de procedimientos de activación psicofísica precompetitiva óptima.
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The proposal highlights certain design strategies and a case study that can link the material urban space to digital emerging realms. The composite nature of urban spaces ?material/ digital- is understood as an opportunity to reconfigure public urban spaces without high-cost, difficult to apply interventions and, furthermore, to reactivate them by inserting dynamic, interactive and playful conditions that engage people and re-establish their relations to the cities. The structuring of coexisting and interconnected material and digital aspects in public urban spaces is proposed through the implementation of hybridization processes. Hybrid spaces can fascinate and provoke the public and especially younger people to get involved and interact with physical aspects of urban public spaces as well as digital representations or interpretations of those. Digital game?s design in urban public spaces can be comprehended as a tool that allows architects to understand and to configure hybrids of material and digital conceptions and project all in one, as an inseparable totality. Digital technologies have for a long time now intervened in our perception of traditional dipoles such as subject - environment. Architects, especially in the past, have been responsible for material mediations and tangible interfaces that permit subjects to relate to their physical environments in a controlled and regulated manner; but, nowadays, architects are compelled to embody in design, the transition that is happening in all aspects of everyday life, that is, from material to digital realities. In addition, the disjunctive relation of material and digital realms is ceding and architects are now faced with the challenge that supposes the merging of both in a single, all-inclusive reality. The case study is a design project for a game implemented simultaneously in a specific urban space and on the internet. This project developed as the spring semester course New Media in Architecture at the Department of Architecture, Democritus University of Thrace, Greece is situated at the city of Xanthi. Composite cities can use design strategies and technological tools to configure augmented and appealing urban spaces that articulate and connect different realms in a single engaging reality.