883 resultados para crittografia, mixnet, EasyCrypt, game-based proofs,sequence of games, computation-aided proofs
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A simple evolutionary process can discover sophisticated methods for emergent information processing in decentralized spatially extended systems. The mechanisms underlying the resulting emergent computation are explicated by a technique for analyzing particle-based logic embedded in pattern-forming systems. Understanding how globally coordinated computation can emerge in evolution is relevant both for the scientific understanding of natural information processing and for engineering new forms of parallel computing systems.
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Description based on: 1890.
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Computer Game Playing has been an active area of research since Samuel’s first Checkers player (Samuel 1959). Recently interest beyond the classic games of Chess and Checkers has led to competitions such as the General Game Playing competition, in which players have no beforehand knowledge of the games they are to play, and the Computer Poker Competition which force players to reason about imperfect information under conditions of uncertainty. The purpose of this dissertation is to explore the area of General Game Playing both specifically and generally. On the specific side, we describe the design and implementation of our General Game Playing system OGRE. This system includes an innovative method for feature extraction that helped it to achieve second and fourth place in two international General Game Playing competitions. On the more general side, we also introduce the Regular Game Language, which goes beyond current works to provide support for both stochastic and imperfect information games as well as the more traditional games.
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Computer Game Playing has been an active area of research since Samuel’s first Checkers player (Samuel 1959). Recently interest beyond the classic games of Chess and Checkers has led to competitions such as the General Game Playing competition, in which players have no beforehand knowledge of the games they are to play, and the Computer Poker Competition which force players to reason about imperfect information under conditions of uncertainty. The purpose of this dissertation is to explore the area of General Game Playing both specifically and generally. On the specific side, we describe the design and implementation of our General Game Playing system OGRE. This system includes an innovative method for feature extraction that helped it to achieve second and fourth place in two international General Game Playing competitions. On the more general side, we also introduce the Regular Game Language, which goes beyond current works to provide support for both stochastic and imperfect information games as well as the more traditional games.
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Interações sociais são frequentemente descritas como trocas sociais. Na literatura, trocas sociais em Sistemas Multiagentes são objeto de estudo em diversos contextos, nos quais as relações sociais são interpretadas como trocas sociais. Dentre os problemas estudados, um problema fundamental discutido na literatura e a regulação¸ ao de trocas sociais, por exemplo, a emergência de trocas equilibradas ao longo do tempo levando ao equilíbrio social e/ou comportamento de equilíbrio/justiça. Em particular, o problema da regulação de trocas sociais e difícil quando os agentes tem informação incompleta sobre as estratégias de troca dos outros agentes, especificamente se os agentes tem diferentes estratégias de troca. Esta dissertação de mestrado propõe uma abordagem para a autorregulacao de trocas sociais em sistemas multiagentes, baseada na Teoria dos Jogos. Propõe o modelo de Jogo de Autorregulacão ao de Processos de Trocas Sociais (JAPTS), em uma versão evolutiva e espacial, onde os agentes organizados em uma rede complexa, podem evoluir suas diferentes estratégias de troca social. As estratégias de troca são definidas através dos parâmetros de uma função de fitness. Analisa-se a possibilidade do surgimento do comportamento de equilíbrio quando os agentes, tentando maximizar sua adaptação através da função de fitness, procuram aumentar o numero de interações bem sucedidas. Considera-se um jogo de informação incompleta, uma vez que os agentes não tem informações sobre as estratégias de outros agentes. Para o processo de aprendizado de estratégias, utiliza-se um algoritmo evolutivo, no qual os agentes visando maximizar a sua função de fitness, atuam como autorregulares dos processos de trocas possibilitadas pelo jogo, contribuindo para o aumento do numero de interações bem sucedidas. São analisados 5 diferentes casos de composição da sociedade. Para alguns casos, analisa-se também um segundo tipo de cenário, onde a topologia de rede é modificada, representando algum tipo de mobilidade, a fim de analisar se os resultados são dependentes da vizinhança. Alem disso, um terceiro cenário é estudado, no qual é se determinada uma política de influencia, quando as medias dos parâmetros que definem as estratégias adotadas pelos agentes tornam-se publicas em alguns momentos da simulação, e os agentes que adotam a mesma estratégia de troca, influenciados por isso, imitam esses valores. O modelo foi implementado em NetLogo.
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This research arose from the notorious need to promote oral production in the adult learners of the English Extension courses at Universidad del Valle in 2014. This qualitative research was carried out in a 60 hour course divided along 15 sessions on Saturdays, and with an adult population between the ages of 22 and 65 years old. Its main objective was to describe the impact of games aimed at promoting oral production in English with a group of adult learners. Data were collected from one demographic survey, video-recordings of classroom events during the implementation of games, students? surveys after each game and a teacher?s journal. The analysis of data showed that games did have an impact in students? performance which was related to a positive atmosphere in the classroom. Students showed progress in terms of fluency, interaction and even pronunciation; however they still showed difficulties with accuracy in their spontaneous utterances. These learners? achievements seemed to have a relation with the class atmosphere during games where students showed high level of involvement, confidence, mutual support and enjoyment.
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A rapid method for classification of mineral waters is proposed. The discrimination power was evaluated by a novel combination of chemometric data analysis and qualitative multi-elemental fingerprints of mineral water samples acquired from different regions of the Brazilian territory. The classification of mineral waters was assessed using only the wavelength emission intensities obtained by inductively coupled plasma optical emission spectrometry (ICP OES), monitoring different lines of Al, B, Ba, Ca, Cl, Cu, Co, Cr, Fe, K, Mg, Mn, Na, Ni, P, Pb, S, Sb, Si, Sr, Ti, V, and Zn, and Be, Dy, Gd, In, La, Sc and Y as internal standards. Data acquisition was done under robust (RC) and non-robust (NRC) conditions. Also, the combination of signal intensities of two or more emission lines for each element were evaluated instead of the individual lines. The performance of two classification-k-nearest neighbor (kNN) and soft independent modeling of class analogy (SIMCA)-and preprocessing algorithms, autoscaling and Pareto scaling, were evaluated for the ability to differentiate between the various samples in each approach tested (combination of robust or non-robust conditions with use of individual lines or sum of the intensities of emission lines). It was shown that qualitative ICP OES fingerprinting in combination with multivariate analysis is a promising analytical tool that has potential to become a recognized procedure for rapid authenticity and adulteration testing of mineral water samples or other material whose physicochemical properties (or origin) are directly related to mineral content.
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Tässä diplomityössä tutkitaan dispariteettikartan laskennan tehostamista interpoloimalla. Kolmiomittausta käyttämällä stereokuvasta muodostetaan ensin harva dispariteettikartta, jonka jälkeen koko kuvan kattava dispariteettikartta muodostetaan interpoloimalla. Kolmiomittausta varten täytyy tietää samaa reaalimaailman pistettä vastaavat kuvapisteet molemmissa kameroissa. Huolimatta siitä, että vastaavien pisteiden hakualue voidaan pienentää kahdesta ulottuvuudesta yhteen ulottuvuuteen käyttämällä esimerkiksi epipolaarista geometriaa, on laskennallisesti tehokkaampaa määrittää osa dispariteetikartasta interpoloimalla, kuin etsiä vastaavia kuvapisteitä stereokuvista. Myöskin johtuen stereonäköjärjestelmän kameroiden välisestä etäisyydestä, kaikki kuvien pisteet eivät löydy toisesta kuvasta. Näin ollen on mahdotonta määrittää koko kuvan kattavaa dispariteettikartaa pelkästään vastaavista pisteistä. Vastaavien pisteiden etsimiseen tässä työssä käytetään dynaamista ohjelmointia sekä korrelaatiomenetelmää. Reaalimaailman pinnat ovat yleisesti ottaen jatkuvia, joten geometrisessä mielessä on perusteltua approksimoida kuvien esittämiä pintoja interpoloimalla. On myöskin olemassa tieteellistä näyttöä, jonkamukaan ihmisen stereonäkö interpoloi objektien pintoja.
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Aquest estudi intenta explorar i descobrir les actituds i creences d’alguns mestres de llengua anglesa de Catalunya sobre la naturalesa dels jocs i les cançons, així com el paper que juguen en les seves aules per ensenyar l’anglès als infants. Les opinions dels mestres de llengua anglesa van ser recollides mitjançant un qüestionari que contenia preguntes sobre els jocs i les cançons i els resultats s’analitzen i s’exposen en aquest estudi.
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A foundational model of concurrency is developed in this thesis. We examine issues in the design of parallel systems and show why the actor model is suitable for exploiting large-scale parallelism. Concurrency in actors is constrained only by the availability of hardware resources and by the logical dependence inherent in the computation. Unlike dataflow and functional programming, however, actors are dynamically reconfigurable and can model shared resources with changing local state. Concurrency is spawned in actors using asynchronous message-passing, pipelining, and the dynamic creation of actors. This thesis deals with some central issues in distributed computing. Specifically, problems of divergence and deadlock are addressed. For example, actors permit dynamic deadlock detection and removal. The problem of divergence is contained because independent transactions can execute concurrently and potentially infinite processes are nevertheless available for interaction.
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SUMMARY The aim of this study was to evaluate the influence of surface roughness on surface hardness (Vickers; VHN), elastic modulus (EM), and flexural strength (FLS) of two computer-aided design/computer-aided manufacturing (CAD/CAM) ceramic materials. One hundred sixty-two samples of VITABLOCS Mark II (VMII) and 162 samples of IPS Empress CAD (IPS) were ground according to six standardized protocols producing decreasing surface roughnesses (n=27/group): grinding with 1) silicon carbide (SiC) paper #80, 2) SiC paper #120, 3) SiC paper #220, 4) SiC paper #320, 5) SiC paper #500, and 6) SiC paper #1000. Surface roughness (Ra/Rz) was measured with a surface roughness meter, VHN and EM with a hardness indentation device, and FLS with a three-point bending test. To test for a correlation between surface roughness (Ra/Rz) and VHN, EM, or FLS, Spearman rank correlation coefficients were calculated. The decrease in surface roughness led to an increase in VHN from (VMII/IPS; medians) 263.7/256.5 VHN to 646.8/601.5 VHN, an increase in EM from 45.4/41.0 GPa to 66.8/58.4 GPa, and an increase in FLS from 49.5/44.3 MPa to 73.0/97.2 MPa. For both ceramic materials, Spearman rank correlation coefficients showed a strong negative correlation between surface roughness (Ra/Rz) and VHN or EM and a moderate negative correlation between Ra/Rz and FLS. In conclusion, a decrease in surface roughness generally improved the mechanical properties of the CAD/CAM ceramic materials tested. However, FLS was less influenced by surface roughness than expected.