1000 resultados para Ball games


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Recently, a new ternary phase was discovered in the Ti-Si-B system, located near the Ti6Si2B composition. The present study concerns the preparation of titanium alloys that contain such phase mixed with α-titanium and other intermetallic phases. High-purity powders were initially processed in a planetary ball-mill under argon atmosphere with Ti-18Si-6B and Ti-7.5Si-22.5B at. (%) initial compositions. Variation of parameters such as rotary speed, time, and ball diameters were adopted. The as-milled powders were pressureless sintered and hot pressed. Both the as-milled and sintered materials were characterized by X-ray diffraction, scanning electron microscopy and energy-dispersive spectrometry. Sintered samples have presented equilibrium structures formed mainly by the α-Ti+Ti6Si2B+Ti5Si3+TiB phases. Silicon and boron peaks disappear throughout the milling processes, as observed in the powder diffraction data. Furthermore, an iron contamination of up to 10 at. (%) is measured by X-ray spectroscopy analysis on some regions of the sintered samples. Density, hardness and tribological results for these two compositions are also presented here.

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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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Seit Frühjahr 2004 wird der Crystal Ball-Detektor am Photonenstrahl des Mainzer Mikrotrons für Koinzidenzexperimente zur Untersuchung der Struktur der Nukleonen genutzt. Aufbau und Inbetriebnahme des Kalorimeters, insbesondere der neuen Detektorelektronik, bilden einen Schwerpunkt dieser Arbeit. Komponenten wurden neu konstruiert oder auf ihre Verwendbarkeit geprüft und nögenfalls modifiziert. Nach erfolgreichem Abschluss der Aufbauphase wurden Experimente zur Produktion von $pi$- und $eta$-Mesonen am Proton mit mehr als 2500 Stunden Strahlbetrieb durchgeführt. Den zweiten Schwerpunkt der Dissertation bildet die erstmalige Messung der Helizitätsasymmetrie I$^odot$ in der Photoproduktion zweier neutraler Pionen. Zum Verstädnis des Anregungsspektrums der Nukleonen müssen Experimente mit polarisierten Photonen und/oder polarisierten Targets durchgeführt werden. Da Modelle trotz unterschiedlicher Annahmen unpolarisiert gemessene Größen vergleichbar gut reproduzieren, ist die Bestimmung der auf Modellunterschiede empfindlichen Polarisationsobservablen unumgäglich. Im Gegensatz zur Einpionproduktion tritt in der Zweipionproduktion eine Einfachpolarisationsobservable auf, die mit zirkular polarisierten Photonen am unpolarisierten Proton gemessen werden kann. Diese wurde in der Reaktion $gamma$ p $rightarrow$ p $pi^0$ $pi^0$ und in $gamma$ p $rightarrow$ p $pi^+$ $pi^-$ energie- und winkelabhägig bestimmt. Die Ergebnisse weichen stark von den Modellvorhersagen ab.

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Nell’ambito della ricerca scientifica nel campo dello sport, la Performance Analysis si sta ritagliando un crescente spazio di interesse. Per Performance Analysis si intende l’analisi della prestazione agonistica sia dal punto di vista biomeccanico che dal punto di vista dell’analisi notazionale. In questa tesi è stata analizzata la prestazione agonistica nel tennistavolo attraverso lo strumento dell’analisi notazionale, partendo dallo studio degli indicatori di prestazione più importanti dal punto di vista tecnico-tattico e dalla loro selezione attraverso uno studio sull’attendibilità nella raccolta dati. L’attenzione è stata posta quindi su un aspetto tecnico originale, il collegamento spostamenti e colpi, ricordando che una buona tecnica di spostamento permette di muoversi rapidamente nella direzione della pallina per effettuare il colpo migliore. Infine, l’obbiettivo principale della tesi è stato quello di confrontare le tre categorie di atleti selezionate: alto livello mondiale maschile (M), alto livello junior europeo (J) ed alto livello mondiale femminile (F). La maggior parte delle azioni cominciano con un servizio corto al centro del tavolo, proseguono con una risposta in push (M) o in flik di rovescio (J). Il colpo che segue è principalmente il top spin di dritto dopo un passo pivot o un top di rovescio senza spostamento. Gli alteti M e J contrattaccano maggiormente con top c. top di dritto e le atlete F prediligono colpi meno spregiudicati, bloccando di rovescio e proseguendo con drive di rovescio. Attraverso lo studio della prestazione di atleti di categorie e generi diversi è possibile migliorare le scelte strategiche prima e durante gli incontri. Le analisi statistiche multivariate (modelli log-lineari) hanno permesso di validare con metodo scientifico sia le procedure già utilizzate in letteratura che quelle innovative messe a punto per la prima volta in occasione di questo studio.

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Questa tesi si pone l'obiettivo di presentare la teoria dei giochi, in particolare di quelli cooperativi, insieme alla teoria delle decisioni, inquadrandole formalmente in termini di matematica discreta. Si tratta di due campi dove l'indagine si origina idealmente da questioni applicative, e dove tuttavia sono sorti e sorgono problemi più tipicamente teorici che hanno interessato e interessano gli ambienti matematico e informatico. Anche se i contributi iniziali sono stati spesso formulati in ambito continuo e utilizzando strumenti tipici di teoria della misura, tuttavia oggi la scelta di modelli e metodi discreti appare la più idonea. L'idea generale è quindi quella di guardare fin da subito al complesso dei modelli e dei risultati che si intendono presentare attraverso la lente della teoria dei reticoli. Ciò consente di avere una visione globale più nitida e di riuscire agilmente ad intrecciare il discorso considerando congiuntamente la teoria dei giochi e quella delle decisioni. Quindi, dopo avere introdotto gli strumenti necessari, si considerano modelli e problemi con il fine preciso di analizzare dapprima risultati storici e solidi, proseguendo poi verso situazioni più recenti, più complesse e nelle quali i risultati raggiunti possono suscitare perplessità. Da ultimo, vengono presentate alcune questioni aperte ed associati spunti per la ricerca.

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This thesis focuses on the technical approach to the translation of the Italian horror role-playing game Sine Requie into English. It aims to prove that both the role-playing and horror aspects of the genre are important to convey an enjoyable experience to the players, and that it is possible to create and international reference glossary to better translate the horror genre itself. Following a brief introduction of the history of role-playing games (RPGs), we will look at the RPG technical vocabulary in Sine Requie, and analyze which of these elements can be translated following the great models of the history of role-playing games. A brief introduction will follow regsrding the horror genre and its core characteristics based on the work of worldwide famous horror writer H.P. Lovecraft. Lastly, a description on how the international reference glossary for the horror genre was created will be presented along with a few examples of its practical use.

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This article examines the role of domestic spaces and images in mid-nineteenth-century science writing for children. Analyses of John Mill’s The Fossil Spirit, A.L.O.E.’s Fairy Frisket, John Cargill Brough’s The Fairy Tales of Science, Annie Carey’s “Autobiography of a Lump of Coal,” and an assortment of boxed games reveal a variety of ways in which overwhelming scientific concepts are domesticated. Moreover, juvenile science literature contributes this appeasing domestication to the broader scientific discourse, consistently framing natural history in terms of human experience.

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Humans and animals face decision tasks in an uncertain multi-agent environment where an agent's strategy may change in time due to the co-adaptation of others strategies. The neuronal substrate and the computational algorithms underlying such adaptive decision making, however, is largely unknown. We propose a population coding model of spiking neurons with a policy gradient procedure that successfully acquires optimal strategies for classical game-theoretical tasks. The suggested population reinforcement learning reproduces data from human behavioral experiments for the blackjack and the inspector game. It performs optimally according to a pure (deterministic) and mixed (stochastic) Nash equilibrium, respectively. In contrast, temporal-difference(TD)-learning, covariance-learning, and basic reinforcement learning fail to perform optimally for the stochastic strategy. Spike-based population reinforcement learning, shown to follow the stochastic reward gradient, is therefore a viable candidate to explain automated decision learning of a Nash equilibrium in two-player games.