Dissertationen zum Thema „Jeu à information incomplète“
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Gensbittel, Fabien. „Analyse asymptotique de jeux répétés à information incomplète“. Phd thesis, Université Panthéon-Sorbonne - Paris I, 2010. http://tel.archives-ouvertes.fr/tel-00579522.
Der volle Inhalt der QuellePourtallier, Odile. „Étude d'un jeu dynamique en information incomplète : le jeu du chasseur et du lapin“. Nice, 1990. http://www.theses.fr/1990NICE4417.
Der volle Inhalt der QuelleGrün, Christine. „Jeux différentiels stochastiques à information incomplète“. Thesis, Brest, 2012. http://www.theses.fr/2012BRES0017/document.
Der volle Inhalt der QuelleThe objective of this thesis is the study of stochastic differential games with incomplete information. We consider a game with two opponent players who control a diffusion in order to minimize, respectively maximize a certain payoff. To model the information incompleteness we will follow the famous ansatz of Aumann and Maschler. We assume that there are different states of nature in which the game can take place. Before the game starts the state is chosen randomly. The information is then transmitted to one player while the second one only knows the respective probabilities for each state. In this thesis we establish a dual representation for stochastic differential games with incomplete information. Therein we make a vast use of the theory of backward stochastic differential equations (BSDEs), which turns out to be an indispensable tool in this study. Moreover we show how under some restrictions that this representation allows to construct optimal strategies for the informed player.Morover we give - using the dual representation - a strikingly simple proof for semiconvexity of the value function of differential games with incomplete information. Another part of this thesis is devoted to numerical schemes for stochastic differential games with incomplete information. In the last part we investigate continuous time optimal stopping games, so called Dynkin games, with information incompleteness. We show that these games have a value and a unique characterization by a fully non-linear variational PDE for which we provide a comparison principle. Also we establish a dual representation for Dynkin games with incomplete information
Umbhauer, Gisèle. „Information incomplete et qualite des produits“. Strasbourg 1, 1989. http://www.theses.fr/1989STR10013.
Der volle Inhalt der QuelleThis thesis points out the impact of incomplete and asymmetric information on product prices and qualities, in a context of monopolistic competition in quality. To this aim one constructs a few models where one or more sellers face a consumer group, whose particularity consists in perceiving the product quality only after purchase. The study of these models leads to an analysis of the recent game theory equilibrium criteria. It underlines the fact that most of these criteria fail some logical tests, or do not take into account the whole rationality of the players. So it leads to the construction of three new equilibrium criteria, which are based on the absence of contradiction in the interpretation of players' actions, and on a whole exploitation of the signals conveyed both by deviations (of equilibrium strategies) and equilibrium actions. These criteria bring into light the complexity of the impact of incomplete and asymmetric information on the most important variables of the studied price and quality models
Gruen, Christine. „Jeux différentiels stochastiques à information incomplète“. Phd thesis, Université de Bretagne occidentale - Brest, 2012. http://tel.archives-ouvertes.fr/tel-00802378.
Der volle Inhalt der QuelleLaraki, Rida. „Jeux répétés à information incomplète : approche variationnelle“. Paris 6, 2000. http://www.theses.fr/2000PA066263.
Der volle Inhalt der QuelleWu, Xiaochi. „Jeux différentiels avec information incomplète : signaux et révélations“. Thesis, Brest, 2018. http://www.theses.fr/2018BRES0023/document.
Der volle Inhalt der QuelleIn this thesis we investigate two-person zero-sum differential games with incomplete information. The information structure is related to a signal communicated to the players during the game.In such games, the information is symmetric if both players receive the same signal (namely it is a public signal). Otherwise, if the players could receive different signals (i.e. they receive private signals), the information is asymmetric. We prove in this thesis the existence of value and the characterization of the value function by a partial differential equation for various types of such games.A particular type of such information structure is the symmetric case in which the players receive as their signal the current state of the dynamical system at the moment when the state of the dynamic hits a fixed target set (the unknown initial data are then revealed to both players). For this type of games, we introduce the notion of signal-depending non-anticipative strategies with delay and we prove the existence of value with such strategies.As the value functions are in general irregular (at most continuous), a crucial step of our approach is to prove the uniqueness results and the comparison principles for viscosity solutions of new types of Hamilton-Jacobi-Isaacs equation associated to the games studied in this thesis
As, Soulaimani Sami. „Approchabilité, viabilité et jeux différentiels en information incomplète“. Brest, 2008. http://www.theses.fr/2008BRES2034.
Der volle Inhalt der QuelleIn this thesis we study three main problems related to the lack of information framework in game theory. First, we study the notion of approachability in a repeated game with vector payoffs from a new point of view using qualitative differential game techniques. Namely we relate the sufficient condition for approachability (B set) to the notion of discriminating domain for a suitably chosen differential game and we introduce *approachability in related deterministic repeated game. We prove that a closed set is *approachable if and only if it contains a nonempty B-set, hence approachability and *approchability coincide. In addition one of the main goals of this part is to state a precise link between the strategies in the differential game and in the repeated game preserving approachability properties. In the second part, we study an infinite horizon discounted zero-sum differential game with lack of information on both sides. For doing this we follow the model adopted by Cardaliaguet : we find a sub-dynamic programming principle then we prove that the upper and lower value functions are respectively sub and super viscosity solutions in the dual sense of a suitable Hamilton Jacobi equation. Using a comparison principle we prove the uniqueness of a viscosity solution in the dual sense and thus the existence of the value. The last part is devoted to provide an extension of the Viability and Invanance Theorems in the Wasserstein metric space of probability measures. As application we consider an optimal control prob1em of Mayer type with uncertainty on the initial state modeled by a probability measure. Following Frankowska, we prove using the epigraphical viability approach that the value function is the unique proximal episolution of a suitable Hamilton Jacobi equation
Li, Junkang. „Games with incomplete information : complexity, algorithmics, reasoning“. Electronic Thesis or Diss., Normandie, 2023. http://www.theses.fr/2023NORMC270.
Der volle Inhalt der QuelleIn this dissertation, we study games with incomplete information. We begin by establishing a complete landscape of the complexity of computing optimal pure strategies for different subclasses of games, when games are given explicitly as input. We then study the complexity when games are represented compactly (e.g.\ by their game rules). For this, we design two formalisms for such compact representations. Then we concentrate on games with incomplete information, by first proposing a new formalism called combinatorial game with incomplete information, which encompasses games of no chance (apart from a random initial drawing) and with only public actions. For such games, this new formalism captures the notion of information and knowledge of the players in a game better than extensive form. Next, we study algorithms and their optimisations for solving combinatorial games with incomplete information; some of these algorithms are applicable beyond these games. In the last part, we present a work in progress that concerns the modelling of recursive reasoning and different types of knowledge about the behaviour of the opponents in games with incomplete information
Marino, Alexandre. „Finance et Jeux répétés avec asymétrie d'information“. Phd thesis, Université Panthéon-Sorbonne - Paris I, 2005. http://tel.archives-ouvertes.fr/tel-00010291.
Der volle Inhalt der QuelleOliu-Barton, Miquel. „Jeux dynamiques à information incomplète en temps discret et continu“. Paris 6, 2013. http://www.theses.fr/2013PA066486.
Der volle Inhalt der QuelleIn this dissertation we study several aspects of two-player zero-sum games. Morespecifically, we are concerned with problems related to information and dynamics, both indiscrete and continuous time games. The manuscript is divided in two parts. The first part is devoted to discrete-time models such as stochastic games, introduced by Shapley (1953), repeated games with incomplete information on two sides, first studied by Aumann, Maschler and Stearns (1995, originally in 1967-68) and the general model of repeated games proposed by Mertens, Sorin et Zamir (1994). First, we provide a new proof of the convergence of the discounted values of stochastic games. Then, in the context of games with incomplete information, we extend the duality techniques of De Meyer (1996) to games where the players’ information is correlated. This result is used to establish exact recursive formulae in the two dual games, one for each player, in repeated games with incomplete information. One deduces then the construction of optimal, Markovian strategies in these games. Next, we prove the convergence (via two different approaches) of the values as the weight of each period goes to zero, to the unique solution of the system of functional equations of Mertens and Zamir (1971). Finally, we obtain the existence of the uniform value in repeated games with a more informed controller. This is a general repeated game in which one player is more informed than his opponent and controls the evolution of the information about the state. The second part deals with continuous-time models, such as optimal control problems and differential games. In a first paper, we study optimal control problems with both finite and infinite horizons. A Tauberian theorem is obtained in this framework. Second, we provide a short proof of the existence of the value in differential games, based on the construction of “extremal aiming” strategies, as in Krasovskii and Subbotin (1988). Last, we prove the existence and provide a characterization of the value function for differential games with incomplete information on both sides, extending the results from Cardaliaguet (2007) to the dependent case
Stoltz, Gilles. „Information incomplète et regret interne en prédiction de suites inidividuelles“. Paris 11, 2005. https://tel.archives-ouvertes.fr/tel-00009759.
Der volle Inhalt der QuelleThis thesis takes place within the theory of prediction of individual sequences. The latter avoids any modelling of the data and aims at providing some techniques of robust prediction and discuss their possibilities, limitations, and difficulties. It considers issues arising from the machine learning as well as from the game-theory communities, and these are dealt with thanks to statistical techniques, including martingale concentration inequalities and minimax lower bound techniques. The obtained results consist, among others, in external and internal regret minimizing strategies for label-efficient prediction or in games with partial monitoring. Such strategies are valuable for the on-line pricing problem or for on-line bandwidth allocation. We then focus on internal regret for general convex losses. We consider first the case of on-line portfolio selection, for which simulations on real data are provided, and generalize later the results to show how players can learn correlated equilibria in games with compact sets of strategies
Stoltz, Gilles. „Information incomplète et regret interne en prédiction de suites individuelles“. Phd thesis, Université Paris Sud - Paris XI, 2005. http://tel.archives-ouvertes.fr/tel-00009759.
Der volle Inhalt der QuelleColomb, Annie-Laure. „Etude de jeux à deux joueurs en information incomplète "le jeu du chasseur et du lapin"“. Grenoble 2 : ANRT, 1986. http://catalogue.bnf.fr/ark:/12148/cb37596795z.
Der volle Inhalt der QuelleRobin, Stéphane. „Le monopole bilatéral : une approche expérimentale de l'attention à l'autre et de l'information incomplète“. Grenoble 2, 1997. http://www.theses.fr/1997GRE21048.
Der volle Inhalt der QuelleVittaut, Jean-Noël. „LeJoueur : un programme de General Game Playing pour les jeux à information incomplète et-ou imparfaite“. Electronic Thesis or Diss., Paris 8, 2017. http://www.theses.fr/2017PA080102.
Der volle Inhalt der QuelleThis thesis is a contribution to the General Game Playing domain (GGP), a problematic of Artificial Intelligence (AI) aiming at developing autonomous agents that are able to play at a large variety of games called General Games. GGP is different from search algorithms allowing to play with a good level at specific games and opens the possibility to evaluate the efficiency of AI methods without prior knowledge form experts. An important aspect of our work lies on the utilization of an implicit game tree representation as a set of logic rules, an explicit representation being too large to be stored in memory. In this context, we have proposed an efficient method of rule instantiation allowing the computation of a logic circuit. A parallelization of the circuit evaluation allowed us to significantly accelerate the game tree exploration. We have proposed an adaptation of Monte-Carlo Tree Search for GGP and a method using RAVE (Rapid Action Value Estimation) in the beginning of the exploration when few estimations are available
Vittaut, Jean-Noël. „LeJoueur : un programme de General Game Playing pour les jeux à information incomplète et-ou imparfaite“. Thesis, Paris 8, 2017. http://www.theses.fr/2017PA080102.
Der volle Inhalt der QuelleThis thesis is a contribution to the General Game Playing domain (GGP), a problematic of Artificial Intelligence (AI) aiming at developing autonomous agents that are able to play at a large variety of games called General Games. GGP is different from search algorithms allowing to play with a good level at specific games and opens the possibility to evaluate the efficiency of AI methods without prior knowledge form experts. An important aspect of our work lies on the utilization of an implicit game tree representation as a set of logic rules, an explicit representation being too large to be stored in memory. In this context, we have proposed an efficient method of rule instantiation allowing the computation of a logic circuit. A parallelization of the circuit evaluation allowed us to significantly accelerate the game tree exploration. We have proposed an adaptation of Monte-Carlo Tree Search for GGP and a method using RAVE (Rapid Action Value Estimation) in the beginning of the exploration when few estimations are available
Trabelsi, Mariem. „Games with incomplete information : a framework based on possibility theory“. Thesis, Toulouse 3, 2020. http://www.theses.fr/2020TOU30203.
Der volle Inhalt der QuelleProbabilistic games with incomplete information, called Bayesian games, offer a suitable framework for games where the utility degrees are additive in essence. This approach does not apply to ordinal games where the utility degrees capture no more than a ranking, nor to situations of decision under qualitative uncertainty. In the first part of this thesis, we propose a representation framework for ordinal games under possibilistic incomplete information (PI-games). These games constitute a suitable framework for the representation of ordinal games under incomplete knowledge. We extend the fundamental notions of secure strategy, pure Nash equilibrium, and mixed Nash equilibrium to this framework. Furthermore, we show that any possibilis- tic game with incomplete information can be transformed into an equivalent normal form game with complete information. The fundamental notions such Nash equilibria (pure and mixed) and secure strategies are in bijection in both frameworks. This representation result is a qualitative counterpart of Harsanyi results about the representation of Bayesian games by normal form games under complete information. It is more of a representation result than the premise of a solving tool. We show that deciding whether a pure Nash equilibrium exists in a PI-game is a difficult task (NP-hard) and propose a Mixed Integer Linear Programming (MILP) encoding of this problem. We also propose a polynomial-time algorithm to find a secure strategy in a PI-game and show that a possibilistic mixed equilibrium can be computed in polynomial time (w.r.t., the size of the game), which contrasts with probabilistic mixed equilibrium computation in cardinal game theory. To confirm the feasibility of the MILP formulation and the polynomial-time algorithms, we introduce a novel generator for PI-games based on the well-known standard normal form game generator: GAMUT. Representing a PI-game in standard normal form requires an extensive expression of the utility functions and the possibility distribution on the product spaces of actions and types. This is the concern of the second part of this thesis where we propose a less costly view of PI-games, namely min-based polymatrix PI-games, which allows to concisely specify PI-games with local interactions, i.e., the interactions between players are pairwise and the utility of a player depends on her neighbors and not on all other players in the PI-game. This framework allows, for instance, the compact representation of coordination games under uncertainty where the satisfaction of a player is high if and only if her strategy is coherent with all of her neighbors, the game being possibly only incompletely known to the players. We show that any 2- player PI-game can be transformed into an equivalent min-based polymatrix game. This result is the qualitative counterpart of Howson and Rosenthal's theorem linking Bayesian games to polymatrix games. Furthermore, as soon as a simple condition on the coherence of the players' knowledge about the world is satisfied, any polymatrix PI-game can be transformed in polynomial time into an equivalent min-based and complete information polymatrix game. We show that the existence of a pure Nash equilibrium in a polymatrix PI-game is an NP-complete problem but no harder than deciding the existence of a pure Nash equilibrium in a PI-game. Finally, we show that the latter family of games can be solved through a MILP formulation. We introduce a novel generator for min-based polymatrix PI-games based on the PI-game generator. Experiments confirm the feasibility of this approach
Sun, Lan. „Essays on two-player games with asymmetric information“. Thesis, Paris 1, 2016. http://www.theses.fr/2016PA01E056/document.
Der volle Inhalt der QuelleThis thesis contributes to the economic theory literature in three aspects: price dynamics in financial markets with asymmetric information belief updating and equilibrium refinements in signaling games, and introducing ambiguity in limit pricing theory. In chapter 2, we formulate a zero-sum trading game between a better informed sector and a less 1nformed sector to endogenously determine the underlying price dynamics. In this model, player 1 is informed of the state (L) but is uncertain about player 2's belief about the state, because player 2 is informed through some message (M) related to the state. If L and M are independent, then the price proces s will be a Continuous Martingale of Maximal Variation (CMMV), and player 1 can benefit from his informational advantage. However, if L and M are not independent, player 1 will not reveal his information during the trading process, therefore, he does not benefit from his informational advantage. In chapter 3, I propose a definition of Hypothesis Testing Equilibrium (HTE) for general signaling games with non-Bayesian players nested, by an updating rule according to the Hypothesis Testing model characterized by Ortoleva (2012). An HTE may differ from a sequential Nash equilibrium because of dynamic inconsistency. However, in the case in which player 2 only treats a zero-probability message as an unexpected news, an HTE is a refinement of sequential Nash equilibrium and survives the intuitive Critenon in general signaling games but not vice versa. We provide an existence theorem covering a broad class of signaling games often studied in economics. In chapter 4, I introduce ambiguity in a standard industry organization model, in which the established firm is either informed of the true state of aggregate demand or is under classical measurable uncertainty about the state, while the potential entrant is under Knightian uncertainty (ambiguity) about the state. I characterize the conditions under which limit pricing emerges in equilibria, and thus ambiguity decreases the probability of entry. Welfare analysis shows that limit pricing is more harmful in a market with higher expected demand than in a market with lower expected demand
Mahenc, Philippe. „Différenciation horizontale en information incomplète“. Toulouse 1, 1991. http://www.theses.fr/1991TOU10019.
Der volle Inhalt der QuellePacaud, Alexandre. „Bidding efficiently in Simultaneous Ascending Auctions using Monte Carlo Tree Search“. Electronic Thesis or Diss., Institut polytechnique de Paris, 2024. http://www.theses.fr/2024IPPAT003.
Der volle Inhalt der QuelleSince its introduction in 1994 in the United States, the Simultaneous Ascending Auction (SAA) has become the privileged mechanism for spectrum auctions. As sometimes billions of euros are at stake in an SAA, and a mobile operator’s business plan highly depends on the auction outcome, establishing an efficient bidding strategy is crucial. Despite the importance of this problem, there is a lack of research dedicated to developing an efficient bidding strategy for the SAA. The intrinsic complexity of the SAA makes its analysis very challenging for auction theory and exact game resolution methods. Additionally, the mechanism introduces strategical issues such as the exposure problem, adding an extra layer of complexity to its study.This thesis proposes the use of Monte Carlo Tree Search (MCTS) to compute an efficient bidding strategy for the SAA. The six chapters of the thesis are structured as follows. The first chapter introduces spectrum auction mechanisms, highlighting their pros and cons. The second chapter details the bidding problem in the SAA, along with relevant related research.The third chapter provides a summary of adversarial search methods, with a specific focus on MCTS. Chapters four to six are dedicated to developing an efficient MCTS bidding strategy for the SAA. The fourth chapter considers a turn-based deterministic model of the SAA with perfect and complete information. Numerical experiments are only undertaken on small instances.The fifth chapter considers a n-player simultaneous move model of SAA with incomplete information. Extensive numerical experiments are undertaken on instances of realistic size. The sixth chapter extends the preceding game to incomplete information to introduce uncertainties. For each model, an algorithm that significantly outperforms state-of-the-art bidding strategies is proposed, notably by better tackling the exposure problem. Moreover, a final price prediction method is developed throughout the chapters, upon which each MCTS algorithm relies
Lu, Hu. „Information incomplète, efficacité et design de mécanismes d'échange“. Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/NQ35615.pdf.
Der volle Inhalt der QuelleMoussa, Hadiza. „Utilisation optimale de l'information privée et évolution stochastique des prix sur un marché financier“. Nancy 1, 2002. http://www.theses.fr/2002NAN10009.
Der volle Inhalt der QuelleIn this dissertation we investigate a problem of asymmetry of information on a stock market. The models we consider are zero-sum repeated games with one-sided information as introduced by Aumann and Maschler. Our aim is to study at first the strategic use of private information on a stock market and then to explain how private information is gradually incorporate in the prices set during the trade. Our work focus particularly on the analysis of the strategic behaviour of the uninformed agent. We show that in the absence of external factors subject to unpredictable variations ( demographic and technological parameters, exogeneous offers,. . . ), the prices proposed at equilibrium tend asymptotically to a martingale related to the Brownian Motion : to limit a too strong revelation of his information, the well-informed agent randomizes slightly his actions generating in this way the stochastic evolution of the prices process
Bubeck, Sébastien. „JEUX DE BANDITS ET FONDATIONS DU CLUSTERING“. Phd thesis, Université des Sciences et Technologie de Lille - Lille I, 2010. http://tel.archives-ouvertes.fr/tel-00845565.
Der volle Inhalt der QuelleArriaga, Costa Carlos. „La valeur de la réputation bancaire en information incomplète : aspects théoriques et application au cas portugais“. Orléans, 2000. http://www.theses.fr/2000ORLE0504.
Der volle Inhalt der QuelleHamadène, Saïd. „Contribution au contrôle impulsionnel en information partielle“. Paris 6, 1986. http://www.theses.fr/1986PA066262.
Der volle Inhalt der QuelleGossner, Olivier. „Jeux répétés et mécanisme de communication“. Paris 6, 1996. http://www.theses.fr/1996PA066168.
Der volle Inhalt der QuelleMohd, Salleh Mohd Najib. „Construction d'arbres de décision avec valeurs incomplètes pour la sélection de graines de palmier à huile“. La Rochelle, 2008. http://www.theses.fr/2008LAROS240.
Der volle Inhalt der QuelleA missing value in incomplete information always inherent the accuracy of classification tasks when a decision tree is used to classify unseen cases. There will be cases where plausible values are required to retain towards more principled and less intrusive. In order to handle the attribute with missing values, the researcher generalizes decision algorithms that provide simpler and more understandable models to optimally fulfill human expert requirement and constraint. Our objective is to partition data by taking full advantage of the information with the presence of missing values ; but with supporting global information to achieve better performance. The contributions of this study are newly developed algorithms and analyses for planting material classification. The researcher reports the empirical results that may provide high returnin planting material breeders in oil palm industry through effective policies design and decision making
Zylbersztejn, Adam. „Information, institutions et efficacité : essais en économie expérimentale“. Thesis, Paris 1, 2013. http://www.theses.fr/2013PA010015/document.
Der volle Inhalt der QuelleChapters 1 and 2 revisit the Beard and Beil (1994) two-player coordination game with two Nash equilibria: one Pareto-efficient, the other is Pareto-inefficient and involves a weakly dominated strategy. Existing experiments using this game robustly show that suboptimal outcomes arise as a result of two puzzling behaviors: (i) subjects doubt that the offer players will seek to maximize their own payoff (ii) these doubts are, in some instances, justified. In Chapter l, we report on new experiments investigating whether the inequality in payoffs between players, maintained in most lab implementations 0 this game, may explain such behavior. Our data clearly show that the failure to maximize personal payoffs, as well as the fear that others might act this way, do not stem from inequality aversion. This result is robust to: varying saliency of decisions, repetition-based learning and cultural differences between France and Pol and. Then, we assess whether information about the interaction partner helps eliminate inefficiency in this game. Our treatments involve three information ¬enhancing mechanisms: repetition and two kinds of individual signals, messages from partner or observation of his past choices. Repetition-based learning increases the frequencies of the most efficient outcome and the most costly strategic mismatch. Moreover, it is superseded b, individual signals. Like previous empirical studies, we report that signals provide a screening of partners' intentions that reduces the frequency of strategic mismatches. Unlike these studies, we find that the transmission of information between partners, either via messages or observation, does not suffice to significantly increase the overall efficiency of outcomes. This happens mostly because additional information does not restrain the use of the dominated action. Therefore, this chapter identifies important limitations of cheap-talk communication -- a mechanism generally considered by economists as a useful means to improve the efficiency of economic interactions. It suggests that in the absence of a pronounced link between one's words and actions, institutions involving communication may well happen to be insufficient for this purpose. This issue is addressed in Chapter 2 where we explore whether the social psychology theory of commitment via a truth-telling oath can improve the performance of pre-play communication regarding the coordination of strategies and the efficiency of outcomes. As an addition to the classical cheap-¬talk communication protocol utilized in Chapter l, we ask ail players to sign voluntarily a truth-telling oath before entering the lab. Three principle results emerge with commitment-via-the-oath: (1) efficient coordination increases by nearly 50 percent; (2) senders' messages are significantly more truthful and actions more efficient, and (3) receivers' trust of messages increases
Lancelevé, Simon. „Quêtes de résonance dans un jeu d’endurance radical : la Chartreuse Terminorum“. Electronic Thesis or Diss., Strasbourg, 2023. http://www.theses.fr/2023STRAG015.
Der volle Inhalt der QuelleThe thesis focuses on the runners of the Chartreuse Terminorum. At the beginning of this research, no one had finished this radical race. From 2019 to 2022, we led an ethnographic study to understand and explain the ways of acting of these people, through a socio-anthropological approach. The follow-up of nine runners entailed the emergency of the ‘good life’ theory. The race is seen as a total game, with promises of resonance, perceived as access to this ‘good life’. The results show that these promises respond to quests, linked to dispositions. Everything draws cognitive maps that involve runners in different ways. Four styles emerged (the friendly/the diehard/the performer/the discoverer), inspired by Bartle (1996). If everyone adopts a dominant style, results show adaptations according to situations that generate experiences of resonance. Contrary to previous research, athletes are not limited to fixed categories and patterns. Each trajectory translates series of recompositions, giving its singularity and consistency. Consequently, this thesis highlights paradox and plural commitments
Hachem, Saeb El. „Programmation dynamique linéaire stochastique en vue des applications en modélisation de l'énergie“. Dijon, 1995. http://www.theses.fr/1995DIJOE012.
Der volle Inhalt der QuelleThis thesis contributes to the development of new algorithms for the computation of stochastic dynamic problems and their minimax variant. The proposed algorithms are scenarios aggregation type. For known probabilities, these algorithms constitute alternatives to Rockafellar and Wets algorithm. They don't require a quadratic term in the scenario sub-problems. For the case of imperfect knowledge on scenario probabilities, they resolve the stochastic minimax problem, i. E. The stochastic dynamic program corresponding to the most unfavorable probability distribution belonging to the class of probability distributions compatible with the imperfect knowledge. These algorithms simply generalize all the algorithms mentioned above for known probability distributions. These thesis also contributes to integrate all these algorithms in a decision support approach and to discuss the stochastic modeling of two energy problems: the refining and the portfolio gaz contracts
Lerat, Nadine. „Représentation et traitement des valeurs nulles dans les bases de données“. Paris 11, 1986. http://www.theses.fr/1986PA112383.
Der volle Inhalt der QuelleThis thesis deals with the representation and treatment of two cases of information incompleteness in the field of databases: non applicable null values and null values representing unknown objects. In the first part, queries on a unique table containing non applicable nulls are translated into a set of queries on conventional multitables. In the second part, unknown null values are represented by Skolem constants and a method adapting to this context a "chase" algorithm allows evaluating queries when functional or inclusion dependencies are satisfied. Eventually, it is shown that these two types of null values can be taken into account simultaneously
Viller-Hamon, Isabelle. „Flux financiers, flux d'informations et reseaux internationaux : l'agence havas et le jeu des echanges, 1850-1914“. Paris 3, 2000. http://www.theses.fr/2000PA030175.
Der volle Inhalt der QuelleYildizoglu, Murat. „Barrières à l'entrée et flexibilité“. Université Louis Pasteur (Strasbourg) (1971-2008), 1992. http://www.theses.fr/1992STR1EC09.
Der volle Inhalt der QuelleHoteit, Sahar. „Resource and crowd management in mobile networks“. Thesis, Paris 6, 2014. http://www.theses.fr/2014PA066245/document.
Der volle Inhalt der QuelleThe Internet was initially conceived to serve fix and sedentary usages, while current socio-technological trends clearly show that future Internet users will be increasingly mobile and nomadic. At present, the speed at which this evolution takes place and the inadequate management of access networks represent a major obstacle in the development of advanced services. To solve these problems and to meet the needs of mobile Internet, service providers need to master the needed capacity expansion in their backhauling network, otherwise the data traffic will clog their networks in the future. Next-generation network deployments promise to deliver higher bandwidth and speed, but they often imply high capital and operational expenditures. An alternative economically and technically viable way is represented by mobile data offloading solutions. These solutions can reduce the load on radio spectrum, on base stations and on backhauling network. The most commonly used offloading solutions are over small-networks and over Wi-Fi networks. In the same context, and in order to solve the problem of congestion in the cellular network, a new solution has emerged recently : Information Centric Networking for in-network caching that permits to minimize content access latency. The objective of this thesis is to study these new traffic and content offloading solutions in cellular networks while taking into account the mobility patterns and human behavior
Bussy, Gérald. „Approche inter-syndromique des processus cognitifs en jeu dans la déficience intellectuelle et la dyspraxie verbale : vitesse de traitement de l’information, mémoire de travail et apprentissage procédural“. Thesis, Lyon 2, 2010. http://www.theses.fr/2010LYO20119/document.
Der volle Inhalt der QuelleOur aim is to understand previous process in mental retardation and childhood apraxia of speech (CAS). There are both neurodevelopmental disorders which affect psychometric assessment. We have selected several processes which could explain these disorders such has speed of information processing, working memory for mental retardation and implicit procedural learning for childhood apraxia of speech. In our first study, we have demonstrated within two groups of typical children without disorders that speed of processing increased with chronological age. In the second study, our results have demonstrated the same speed of processing between a group with mental retardation and with mental age matched control group. Moreover, Down and Fragile X syndrome have the same speed of information processing. On the contrary, in our third study, children with CAS and chronological age matched control group have the same speed as process visual information. All results are important to discuss both theories of intelligence we have chosen: the cascade model (Fry and Hall, 1990) and the minimal cognitive architecture (Anderson, 1992). In the second experimental part, our first results have shown a different reaction time between the two groups of young children but both have learned the sequence in a serial reaction time task (implicit procedural learning test). The second study have demonstrated preserved implicit learning in Fragile X but altered learning in Down syndrome. The difference between to these two genetics syndromes is a proof of implicit sequence learning is independent of IQ. The latest results have shown severe implicit procedural learning impairment in CAS. We conclude that this is the cause of CAS.Our discussion is about all results and links between intelligence and disorders with regard to previous studies. Those results aim for both theorical and clinical openings
Hoteit, Sahar. „Resource and crowd management in mobile networks“. Electronic Thesis or Diss., Paris 6, 2014. http://www.theses.fr/2014PA066245.
Der volle Inhalt der QuelleThe Internet was initially conceived to serve fix and sedentary usages, while current socio-technological trends clearly show that future Internet users will be increasingly mobile and nomadic. At present, the speed at which this evolution takes place and the inadequate management of access networks represent a major obstacle in the development of advanced services. To solve these problems and to meet the needs of mobile Internet, service providers need to master the needed capacity expansion in their backhauling network, otherwise the data traffic will clog their networks in the future. Next-generation network deployments promise to deliver higher bandwidth and speed, but they often imply high capital and operational expenditures. An alternative economically and technically viable way is represented by mobile data offloading solutions. These solutions can reduce the load on radio spectrum, on base stations and on backhauling network. The most commonly used offloading solutions are over small-networks and over Wi-Fi networks. In the same context, and in order to solve the problem of congestion in the cellular network, a new solution has emerged recently : Information Centric Networking for in-network caching that permits to minimize content access latency. The objective of this thesis is to study these new traffic and content offloading solutions in cellular networks while taking into account the mobility patterns and human behavior
Larrue, Florian. „Influence des interfaces dans le transfert du virtuel au réel“. Thesis, Bordeaux 2, 2011. http://www.theses.fr/2011BOR21886/document.
Der volle Inhalt der QuelleThe general theme of our thesis focuses on the transfer of spatial learning from a virtual to a real environment, and more precisely on the identification of parameters that might optimize this transfer. Namely, we investigated the influence of displacement interfaces, of the physical involvement, and of the body-based information on the acquisition and the transfer of spatial learning from a virtual to a real world. The physical involvement was manipulated with the help of two interactors (Treadmill vs. Joystick) that respectively propose strong and mild physical involvements as well with the help of a Brain-Computer Interface (BCI). The BCI allows controlling displacements using subject’s brain activity, thus nullifying all effective motor components. Finally, we also manipulated videogame experience, a parameter supposed to play an important role in the acquisition and the use of spatial skills in the widest sense and, more specifically in the virtual-to-real transfer. Our experimentations first consisted in route learning within one of the above described interaction conditions. Then, the virtual-to-real transfer of spatial learning was evaluated with 6 tasks: the picture classification task, the distance estimation task, and the direction estimation task (egocentric task); the sketch-mapping task, the starting point estimation task (exocentric task); and finally the global wayfinding task, consisting in reproducing the previously learned virtual route in the real environment.Our results reveal that the effects of the physical involvement (in particular, of the proprioceptive and vestibular information) and of the videogame experience are different, depending on the nature of the spatial ability needed (egocentric or exocentric component, route reproduction). Moreover, the results obtained with the BCI allow to precise the role of the motor component in the acquisition and the transfer of spatial skills from the virtual to the real environment.These findings are discussed relative to the models of spatial knowledge acquisition and its utilization, such as the Landmark-Route-Survey model and the graph theory. Future trends of our work will concern the development of user-friendly interfaces as well as the training or the retraining of spatial abilities in older adults with or without degenerative disorders and patients with various brain lesions
Paberz, Chloé. „La cité des héros : ethnographie d’une petite entreprise de jeux vidéo en Corée du Sud“. Thesis, Paris 10, 2016. http://www.theses.fr/2016PA100105.
Der volle Inhalt der QuelleSouth Korea’s image has changed radically in the past few years. It is considered today as a highly modern country, especially because of its technical and economic achievements. Its state-of-the-art information technology has been praised and even labelled “national destiny” (Oh and Larson 2013). This thesis examines the construction of Korean technical modernity, based on nine-months fieldwork conducted in one of the companies committed to the national project of computerisation.In 2006, two friends created a small business in order to bring “a revolution in the field of education”. This revolution would be accomplished by a videogame, that would later be played in more than a hundred schools around Seoul. The game is supposed to make it easier for pupils to learn the Chinese characters, which are known to be one of the most tiresome subjects of the mandatory syllabus. The ethnography reveals the many doubts of the actors regarding these official positions. It also shows the deep ambivalence of videogames, which are perceived as salutary and dangerous at the same time. Game professionals are very close to these machines, yet they criticize the purposes they serve: they strongly disagree with their company’s project as well as with national projects. They claim a counterculture of their own and show it in small details of their daily life. Through their activities in the workplace, game designers engage in multiple learning processes in order to prepare for a dream: to participate in the creation of a real work of art. Through their stories, they present themselves as victims become heroes. Through the relationships they build at work, they outline a utopian city free of all determinism
Awwad, Tarek. „Context-aware worker selection for efficient quality control in crowdsourcing“. Thesis, Lyon, 2018. http://www.theses.fr/2018LYSEI099/document.
Der volle Inhalt der QuelleCrowdsourcing has proved its ability to address large scale data collection tasks at a low cost and in a short time. However, due to the dependence on unknown workers, the quality of the crowdsourcing process is questionable and must be controlled. Indeed, maintaining the efficiency of crowdsourcing requires the time and cost overhead related to this quality control to stay low. Current quality control techniques suffer from high time and budget overheads and from their dependency on prior knowledge about individual workers. In this thesis, we address these limitation by proposing the CAWS (Context-Aware Worker Selection) method which operates in two phases: in an offline phase, the correlations between the worker declarative profiles and the task types are learned. Then, in an online phase, the learned profile models are used to select the most reliable online workers for the incoming tasks depending on their types. Using declarative profiles helps eliminate any probing process, which reduces the time and the budget while maintaining the crowdsourcing quality. In order to evaluate CAWS, we introduce an information-rich dataset called CrowdED (Crowdsourcing Evaluation Dataset). The generation of CrowdED relies on a constrained sampling approach that allows to produce a dataset which respects the requester budget and type constraints. Through its generality and richness, CrowdED helps also in plugging the benchmarking gap present in the crowdsourcing community. Using CrowdED, we evaluate the performance of CAWS in terms of the quality, the time and the budget gain. Results shows that automatic grouping is able to achieve a learning quality similar to job-based grouping, and that CAWS is able to outperform the state-of-the-art profile-based worker selection when it comes to quality, especially when strong budget ant time constraints exist. Finally, we propose CREX (CReate Enrich eXtend) which provides the tools to select and sample input tasks and to automatically generate custom crowdsourcing campaign sites in order to extend and enrich CrowdED
Tan, Kian Lam. „Accès à de l'information de type patrimoine culturel“. Thesis, Grenoble, 2014. http://www.theses.fr/2014GRENM018/document.
Der volle Inhalt der QuelleWith the explosive growth of digitization in cultural heritage, many cultural heritage institu- tions have been converting physical objects of cultural heritage into digital representation or descriptive representation. However, the conversion resulted in several issues such as: 1) the documents are descriptive in nature, 2) ambiguity and brevity of the documents, 3) dedicated vocabulary is used in the documents, and 4) there is also variation in the terms used in the doc- ument. Besides, the usage of inaccurate keywords also resulted in short query problem. Most of the time, the issues are caused by the aggregated fault in annotating the documents while the short query problem is caused by naive user who has little prior knowledge and experience in cultural heritage domain. In this research, the main aim is to model information access system to overcome partially the issues arising from the documentation process and the background of the users of digital cultural heritage. Therefore, three types of information access tool are introduced and established namely information retrieval system, context search, and mobile game on cultural heritage that allow the user to access, learn, and explore the information on cultural heritage. Basically, the main idea for information retrieval system and context search is to incorporate the link relationship between terms into the Language Model by extending of Dirichlet Smoothing to solve the problems arising from both the documentation process and background of the users. In addition, a Preference Model is introduced based on the Theory of Charging a Capacitor to quantify the cognitive context based on time and integrate into the extended Dirichlet Smoothing. Besides, a mobile game is introduced by integrating the ele- ments of the games of monopoly and treasure hunt to mitigate the problems arising from the background of the users especially their casual behavior. The first and second approaches were tested on the Cultural Heritage in CLEF (CHiC) collection that consists of short queries and documents. The results show that the approach is effective and yields better accuracy during the retrieval. Finally, a survey was carried out to investigate the third approach, and the result suggests that the game is able to help the participants to explore and learn the information on cultural heritage. In addition, the participants also felt that an information seeking tool that is integrated with the game can provide more information to the user in a more convenient manner while playing the game and visiting the heritage sites in the game. In conclusion, the results show that the proposed solutions are able to solve the problems arising from the documentation process and the background of the users of digital cultural heritage
Bacha, Mostafa. „Inférence statistique pour des modèles de durées de vie et applications“. Rouen, 1996. http://www.theses.fr/1996ROUES019.
Der volle Inhalt der QuelleVaquette, Geoffrey. „Reconnaissance robuste d'activités humaines par vision“. Thesis, Sorbonne université, 2018. http://www.theses.fr/2018SORUS090.
Der volle Inhalt der QuelleThis thesis focuses on supervised activity segmentation from video streams within application context of smart homes. Three semantic levels are defined, namely gesture, action and activity, this thesis focuses mainly on the latter. Based on the Deeply Optimized Hough Transform paridigm, three fusion levels are introduced in order to benefit from various modalities. A review of existing action based datasets is presented and the lack of activity detection oriented database is noticed. Then, a new dataset is introduced. It is composed of unsegmented long time range daily activities and has been recorded in a realistic environment. Finaly, a hierarchical activity detection method is proposed aiming to detect high level activities from unsupervised action detection
Dubuisson, Duplessis Guillaume. „Modèle de comportement communicatif conventionnel pour un agent en interaction avec des humains : Approche par jeux de dialogue“. Phd thesis, INSA de Rouen, 2014. http://tel.archives-ouvertes.fr/tel-01017542.
Der volle Inhalt der QuelleAllain, Sébastien. „Serious game et perception du réel : lecture documentarisante et potentiel cognitif“. Phd thesis, Université de Grenoble, 2013. http://tel.archives-ouvertes.fr/tel-00917149.
Der volle Inhalt der QuelleVilloutreix, Paul. „Aléatoire et variabilité dans l’embryogenèse animale, une approche multi-échelle“. Thesis, Sorbonne Paris Cité, 2015. http://www.theses.fr/2015PA05T016/document.
Der volle Inhalt der QuelleWe propose in this thesis to characterize variability quantitatively at various scales during embryogenesis. We use a combination of mathematical models and experimental results. In the first part, we use a small cohort of digital sea urchin embryos to construct a prototypical representation of the cell lineage, which relates individual cell features with embryo-level dynamics. This multi-level data-driven probabilistic model relies on symmetries of the embryo and known cell types, which provide a generic coarse-grained level of observation for distributions of individual cell features. The prototype is defined as the centroid of the cohort in the corresponding statistical manifold. Among several results, we show that intra-individual variability is involved in the reproducibility of the developmental process. In the second part, we consider the mechanisms sources of variability during development and their relations to evolution. Building on experimental results showing variable phenotypic expression and incomplete penetrance in a zebrafish mutant line, we propose a clarification of the various levels of biological variability using a formal analogy with quantum mechanics mathematical framework. Surprisingly, we find a formal analogy between quantum entanglement and Mendel’s idealized scheme of inheritance. In the third part, we study biological organization and its relations to developmental paths. By adapting the tools of algebraic topology, we compute invariants of the network of cellular contacts extracted from confocal microscopy images of epithelia from different species and genetic backgrounds. In particular, we show the influence of individual histories on the spatial distribution of cells in epithelial tissues
Bocco, Andrea. „A variable precision hardware acceleration for scientific computing“. Thesis, Lyon, 2020. http://www.theses.fr/2020LYSEI065.
Der volle Inhalt der QuelleMost of the Floating-Point (FP) hardware units support the formats and the operations specified in the IEEE 754 standard. These formats have fixed bit-length. They are defined on 16, 32, 64, and 128 bits. However, some applications, such as linear system solvers and computational geometry, benefit from different formats which can express FP numbers on different sizes and different tradeoffs among the exponent and the mantissa fields. The class of Variable Precision (VP) formats meets these requirements. This research proposes a VP FP computing system based on three computation layers. The external layer supports legacy IEEE formats for input and output variables. The internal layer uses variable-length internal registers for inner loop multiply-add. Finally, an intermediate layer supports loads and stores of intermediate results to cache memory without losing precision, with a dynamically adjustable VP format. The VP unit exploits the UNUM type I FP format and proposes solutions to address some of its pitfalls, such as the variable latency of the internal operation and the variable memory footprint of the intermediate variables. Unlike IEEE 754, in UNUM type I the size of a number is stored within its representation. The unit implements a fully pipelined architecture, and it supports up to 512 bits of precision, internally and in memory, for both interval and scalar computing. The user can configure the storage format and the internal computing precision at 8-bit and 64-bit granularity This system is integrated as a RISC-V coprocessor. The system has been prototyped on an FPGA (Field-Programmable Gate Array) platform and also synthesized for a 28nm FDSOI process technology. The respective working frequencies of FPGA and ASIC implementations are 50MHz and 600MHz. Synthesis results show that the estimated chip area is 1.5mm2, and the estimated power consumption is 95mW. The experiments emulated in an FPGA environment show that the latency and the computation accuracy of this system scale linearly with the memory format length set by the user. In cases where legacy IEEE-754 formats do not converge, this architecture can achieve up to 130 decimal digits of precision, increasing the chances of obtaining output data with an accuracy similar to that of the input data. This high accuracy opens the possibility to use direct methods, which are more sensitive to computational error, instead of iterative methods, which always converge. However, their latency is ten times higher than the direct ones. Compared to low precision FP formats, in iterative methods, the usage of high precision VP formats helps to drastically reduce the number of iterations required by the iterative algorithm to converge, reducing the application latency of up to 50%. Compared with the MPFR software library, the proposed unit achieves speedups between 3.5x and 18x, with comparable accuracy
Dhouib, Sofiane. „Contributions to unsupervised domain adaptation : Similarity functions, optimal transport and theoretical guarantees“. Thesis, Lyon, 2020. http://www.theses.fr/2020LYSEI117.
Der volle Inhalt der QuelleThe surge in the quantity of data produced nowadays made of Machine Learning, a subfield of Artificial Intelligence, a vital tool used to extract valuable patterns from them and allowed it to be integrated into almost every aspect of our everyday activities. Concretely, a machine learning algorithm learns such patterns after being trained on a dataset called the training set, and its performance is assessed on a different set called the testing set. Domain Adaptation is an active research area of machine learning, in which the training and testing sets are not assumed to stem from the same probability distribution, as opposed to Supervised Learning. In this case, the two distributions generating the training and testing data correspond respectively to the source and target domains. Our contributions focus on three theoretical aspects related to domain adaptation for classification tasks. The first one is learning with similarity functions, which deals with classification algorithms based on comparing an instance to other examples in order to decide its class. The second is large-margin classification, which concerns learning classifiers that maximize the separation between classes. The third is Optimal Transport that formalizes the principle of least effort for transporting probability masses between two distributions. At the beginning of the thesis, we were interested in learning with so-called (epsilon,gamma,tau)-good similarity functions in the domain adaptation framework, since these functions have been introduced in the literature in the classical framework of supervised learning. This is the subject of our first contribution in which we theoretically study the performance of a similarity function on a target distribution, given it is suitable for the source one. Then, we tackle the more general topic of large-margin classification in domain adaptation, with weaker assumptions than those adopted in the first contribution. In this context, we proposed a new theoretical study and a domain adaptation algorithm, which is our second contribution. We derive novel bounds taking the classification margin on the target domain into account, that we convexify by leveraging the appealing Optimal Transport theory, in order to derive a domain adaptation algorithm with an adversarial variation of the classic Kantorovich problem. Finally, after noticing that our adversarial formulation can be generalized to include several other cases of interest, we dedicate our last contribution to adversarial or minimax variations of the optimal transport problem, where we demonstrate the versatility of our approach
Le, Guelvouit Gaëtan. „Tatouage robuste par étalement de spectre avec prise en compte de l'information adjacente“. Phd thesis, INSA de Rennes, 2003. http://tel.archives-ouvertes.fr/tel-00006552.
Der volle Inhalt der QuelleJutant, Camille. „S'ajuster, interpréter et qualifier une pratique culturelle : Approche communicationnelle de la visite muséale“. Phd thesis, Université d'Avignon, 2011. http://tel.archives-ouvertes.fr/tel-00819239.
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