Dissertations / Theses on the topic 'Robust gates'
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Goerz, Michael Hartmut [Verfasser]. "Optimizing Robust Quantum Gates in Open Quantum Systems / Michael Hartmut Goerz." Kassel : Universitätsbibliothek Kassel, 2015. http://d-nb.info/1072259729/34.
Full textSalinas, Cerda Ania Carola del Carmen. "Guarding the gates : the essential role of a robust Pre-Trial Chamber in ensuring the International Criminal Court's impartiality, independence and legitimacy." Thesis, University of Glasgow, 2015. http://theses.gla.ac.uk/6420/.
Full textDong, Wenzheng. "Quantum Information Processing with Color Center Qubits: Theory of Initialization and Robust Control." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/103438.
Full textDoctor of Philosophy
Quantum information technologies promise to offer efficient computations of certain algorithms and secure communications beyond the reach of their classical counterparts. To achieve such technologies, we must find a suitable quantum platform to manipulate the quantum information units (qubits). Color centers host spin qubits that can enable such technologies. However, it is challenging due to our incomplete understanding of their physical properties and, more importantly, the controllability and scalability of such spin qubits. In this thesis, I present a theoretical understanding of and control protocols for various color centers. By using group theory that describes the symmetry of color centers, I give a phenomenological model of spin qubit dynamics under optical control of VSi color centers in silicon carbide. I also provide an improved technique for controlling nuclear spin qubits with higher precision. Moreover, I propose a new qubit control technique that combines two methods - holonomic control and dynamical corrected control - to provide further robust qubit control in the presence of multiple noise sources. The works in this thesis provide knowledge of color center spin qubits and concrete control methods towards quantum information technologies with color center spin qubits.
Smith, Kellen. "Adiabatisk genväg till quditberäkning." Thesis, Uppsala universitet, Institutionen för fysik och astronomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447704.
Full textJaehn, Florian. "Robust flight gate assignment." Frankfurt, M. Berlin Bern Bruxelles New York, NY Oxford Wien Lang, 2007. http://d-nb.info/987654136/04.
Full textJaehn, Florian. "Robust flight gate assignment /." Frankfurt am Main [u.a.] : Lang, 2008. http://d-nb.info/987654136/04.
Full textCasagrande, Anthony Joseph. "Robust, Low Power, Discrete Gate Sizing." Scholar Commons, 2015. http://scholarcommons.usf.edu/etd/5656.
Full textHorta, Miguel Ângelo Dias. "Robot plays board games with human." Master's thesis, Universidade de Aveiro, 2018. http://hdl.handle.net/10773/23800.
Full textO campo da robótica tem-se desenvolvido a um ritmo impressionante. O dia em que os robôs serão uma constante dentro da sociedade está mais perto do que nunca. No entanto, na cultura popular os robôs ainda são vistos como uma ameaça, desconsiderando os seus benefícios. Este medo irracional precisa de ser desmistificado. Uma das opções para melhorar a perceção da humanidade em relação aos robôs, pode basear-se na disseminação de robôs de entretenimento. Este tipo de robôs, que ´e desenvolvido com o único objetivo de trazer felicidade aos seus humanos, proporciona um ambiente seguro onde se pode interagir com os robôs, atestando a sua segurança, previsibilidade, funcionalidade, confiabilidade e robustez, melhorando positivamente a perceção das massas para com robôs. O objetivo final será que tais experiencias contribuam também para a aceitação de robôs mais complexos dentro da sociedade. ´E dentro deste conjunto de ideias que esta dissertação foi escrita. Usando algumas das mais recentes inovações na área , foi desenvolvido um ambiente onde um humano pode experimentar jogar jogos de tabuleiro com ou contra um braço robótico. Especificamente foi desenvolvido um ambiente onde é possível jogar o jogo do galo com o robô. Este robô é formado pela interconexão do braço JACO da Kinova e da câmara da Microsoft Kinect. Além disso, o mesmo ambiente foi replicado num mundo simulado através do simulador Gazebo.
The robotics field has been developing at an outstanding pace. The day in which robots will be commonplace within the society is closer than ever. However, in the popular culture robots are still perceived as a threat, disregarding its benefits. This irrational fear needs to be demystified. One of the options to improve humanity perception towards robots, may rely in the dissemination of entertainment robots. This type of robots, which is developed with the only purpose of bringing joy to its human peers, provide a safe environment where robots can be interacted, attesting robot’s security, predictability, functionality, reliability, and robustness, while positively improving masses’ perception towards robots. The end goal shall be that such experiences also contribute to the acceptance of more complex robots within the society. It is within this set of ideas that this dissertation is written. Using some of the most recent innovations in the field, an environment was developed where a human can experience playing board games with or against a robotic arm. Specifically it was developed an environment where it is possible to play tic-tac-toe with the robot. This robot is formed by the interconnection of a Kinova’s JACO arm with one Microsoft’s Kinect motion cam. Furthermore, the same environment was replicated in a simulated world using the Gazebo simulator.
Chudoung, Jerawan. "Robust Control for Hybrid, Nonlinear Systems." Diss., Virginia Tech, 2000. http://hdl.handle.net/10919/26983.
Full textPh. D.
Luo, Cheng Computer Science & Engineering Faculty of Engineering UNSW. "Robust object tracking using the particle filtering and level set methods." Publisher:University of New South Wales. Computer Science & Engineering, 2009. http://handle.unsw.edu.au/1959.4/43682.
Full textDegnan, Brian Paul. "Temperature robust programmable subthreshold circuits through a balanced force approach." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/47548.
Full textGaudl, Swen. "Building robust real-time game AI : simplifying & automating integral process steps in multi-platform design." Thesis, University of Bath, 2016. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.698997.
Full textShah, Nauman. "Designing motivational games for robot-mediated stroke rehabilitation." Thesis, University of Hertfordshire, 2016. http://hdl.handle.net/2299/17193.
Full textZarantonello, Giorgio [Verfasser], and Christian [Akademischer Betreuer] Ospelkaus. "Robust high fidelity microwave near-field entangling quantum logic gate / Giorgio Zarantonello ; Betreuer: Christian Ospelkaus." Hannover : Gottfried Wilhelm Leibniz Universität Hannover, 2020. http://d-nb.info/1214367097/34.
Full textRuan, Hui Yu. "Robot rescue : an interactive game /." Online version of thesis, 2006. https://ritdml.rit.edu/dspace/handle/1850/2802.
Full textAcar, Mesut Korhan. "Robust dock assignments at less-than-truckload terminals." [Tampa, Fla.] : University of South Florida, 2004. http://purl.fcla.edu/fcla/etd/SFE0000435.
Full textPrasad, Deepika. "Pursuit Evasion From Multiple Pursuers Using Speed Fluctuation." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1367928486.
Full textBarras, Anne Helen Susan. "The great game : games-playing and imperial romance." Thesis, Royal Holloway, University of London, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.368875.
Full textFörster, Frank. "Robots that say 'no' : acquisition of linguistic behaviour in interaction games with humans." Thesis, University of Hertfordshire, 2013. http://hdl.handle.net/2299/20781.
Full textStefansson, Elis. "Hierarchical Dynamic Games for Human-Robot Interaction with Applications to Autonomous Vehicles." Thesis, KTH, Matematik (Avd.), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-228739.
Full textUtvecklingen av autonoma fordon har blivit ett aktivt forskningsområde på grund av dess potentiella lösning som ett mer effektivt och intelligent transportsystem. Medan tidig forskning fokuserat på isolerade system har autonoma fordon på allmänna vägar nyligen mottagit avsevärd uppmärksamhet. I sådana förhållanden behöver det autonoma fordonet interagera med andra förare, i synnerhet mänskliga förare. Precisa interaktionsmodeller är här av central betydelse: en förares agerande kommer att påverka andra förares agerande och vice versa. I den här rapporten presenteras en människa-robot-interaktionsmodell för autonoma fordon med fokus på längre tidsplanering. Mer precist modelleras interaktionen mellan ett autonomt fordon och en mänsklig förare som ett hierarkiskt spel. Det hierarkiska spelet predikterar spelarnas framtida agerande genom att partionera sin planeringshorisont i två delhorisonter: en högupplöst horisont som modellerar närliggande interaktioner och en lågupplöst horisont som approximerar resterande mer avlägsna interaktioner. Spelarnas objektiv är representerade via belöningsfunktioner och spelets lösning erhålls som en stokastisk variant av ‘feedback Stackelberg’-lösningen. Lösningen används av det autonoma fordonet för att planera optimala styrtrajektorier. Modellen valideras via simuleringar och fallstudier. Simuleringarna innefattar två bilar som agerar enligt det hierarkiska spelet. Beteenden såsom omkörning och filbyte utfaller naturligt som konsekvens av spelet. Fallstudierna består av en självkörande konvoj av lastbilar samt en mänsklig förare där det hierarkiska spelet kan bli integrerat i konvojens styrsystem genom att begränsa den mänskliga interaktionen till en lastbil i taget. Den resulterande konvojen öppnar upp ett större lastbilsgap bredvid människan om människan utsätts för fara i sin fil (människan kan då byta till konvojens fil och därmed undgå faran), medan konvojen annars motverkar sådana filbyten genom att hålla en tät formation. Detta beteende är återigen ej hårdkodat utan utfaller ur spelet. Både simuleringarna och fallstudierna jämförs med alternativ med kortare tidsplanering. Den föreslagna modellen resulterar i mer naturliga beteenden samt ökad prestanda.
Hart, Patrick Hammel. "FPAA realization of a controlled directional microphone." Diss., Online access via UMI:, 2009.
Find full textIncludes bibliographical references.
Warmke, Daniel A. "Complexity, Fun, and Robots." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1565298442450712.
Full textMutlu, Baris Ragip. "Real-time Motion Control Using Field Programmable Gate Arrays." Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612049/index.pdf.
Full textand finally an assembled solution is developed to test the overall design. Tests of the overall design are realized via hardware-in-the-loop simulation of a real-world control problem, selected as a CNC machining center. The developed methods are discussed in terms of their success, resource consumptions and attainable sampling rates.
Keiner, Robert [Verfasser], Jürgen [Akademischer Betreuer] Popp, and Kirsten [Akademischer Betreuer] Küsel. "Cavity-enhanced raman gas spectrometry of biogenic gases / Robert Keiner. Gutachter: Jürgen Popp ; Kirsten Küsel." Jena : Thüringer Universitäts- und Landesbibliothek Jena, 2015. http://d-nb.info/1072622149/34.
Full textLeßenich, Simon Robert [Verfasser], Erich [Akademischer Betreuer] Grädel, Mikołaj [Akademischer Betreuer] Bojańczyk, and Wolfgang [Akademischer Betreuer] Thomas. "Counting logics and games with counters / Simon Robert Leßenich ; Erich Grädel, Mikołaj Bojańczyk, Wolfgang Thomas." Aachen : Universitätsbibliothek der RWTH Aachen, 2015. http://d-nb.info/112807706X/34.
Full textJerčić, Petar. "Design and Evaluation of Affective Serious Games for Emotion Regulation Training." Doctoral thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10478.
Full textConsoni, Leonardo José. "Adaptable system for robotic telerehabilitation with serious games." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/18/18149/tde-15052017-165044/.
Full textNas últimas décadas, o aumento global nos casos de problemas de saúde neuromotores, devido ao envelhecimento da população, motivou um interesse crescente na pesquisa sobre melhoria de processos de rehabilitação utilizando robótica. Os estudos realizados realizados abriram possibilidade de se incluir outras tecnologias auxiliares na terapia física e ocupacional, como realidade virtual e interação remota entre pacientes e terapeutas. Apesar dos benefícios verificados ou potenciais da aplicação dessas técnicas, ainda há poucas iniciativas no sentido de padronizar ferramentas e metodologias para sua implementação e teste, o que poderia catalisar os avanços na área. Esse trabalho descreve a criação de uma plataforma computacional comum para estudos de Reabilitação Robótica, com suporte a utilização de Jogos Sérios e teleoperação. Uma revisão bibliográfica prévia ajudou a definir os requisitos e ferramentas de desenvolvimento adequadas para tal sistema multipropósito. Seu projeto modular e configurável tem o intuito de permitir reutilização de componentes e sua fácil adaptação a diferentes tipos de terapia, mesmo não inicialmente planejadas, evitando duplicação de trabalho. Jogos multijogador envolvendo controle de força e posição são também criados para testar o sistema proposto em situações reais ou simuladas, de modo a demonstrar sua utilidade para aplicação Detalhes de sua estrutura de operação, protocolos de comunicação e componentes são mostrados, destacando-se a flexibilidade oferecida. Testes simples de viabilidade com indivíduos saudáveis são realizados, a fim de demonstrar sua utilidade para aplicação e avaliação de estratégias de reabilitação robótica. Ao fim, os resultados obtidos até então são discutidos, e considerações sobre informações ainda faltantes e trabalhos futuros são feitas.
Pedroni, Ricardo Umbria. "Sistema autônomo em FPGA para captura e processamento em tempo real de imagens da pupila." Universidade Tecnológica Federal do Paraná, 2011. http://repositorio.utfpr.edu.br/jspui/handle/1/294.
Full textThis dissertation proposes an algorithm and a corresponding hardware implementation capable of capturing images from the human eye and processing these images to obtain, in a portable, autonomous, secure, and non-invasive way, in real time, information regarding the pupil. More specifically, the objective is to obtain information that allows the equipment to determine the pupil's diameter, both in static form (i.e., with constant light intensity) and in dynamic form (pupil under varying light intensity). Such a system can be used in the health sector, for example, in exams such as pupillometry, a test done by ophthalmologists, or for measuring the pupil's expansion rate, a test used in the diagnosis of a series of diseases that affect the nervous system.
Dureckova, Hana. "Robust Machine Learning QSPR Models for Recognizing High Performing MOFs for Pre-Combustion Carbon Capture and Using Molecular Simulation to Study Adsorption of Water and Gases in Novel MOFs." Thesis, Université d'Ottawa / University of Ottawa, 2018. http://hdl.handle.net/10393/37288.
Full textEndruschat, Achim [Verfasser], Robert [Akademischer Betreuer] Weigel, Martin [Akademischer Betreuer] März, and Martin [Gutachter] März. "Simulationsmodell für einen GaN-HEMT mit Schottky p-GaN-Gate / Achim Endruschat ; Gutachter: Martin März ; Robert Weigel, Martin März." Erlangen : Friedrich-Alexander-Universität Erlangen-Nürnberg (FAU), 2021. http://d-nb.info/1239898479/34.
Full textCalife, Daniel. "Robot ARena: uma infra-estrutura para o desenvolvimento de jogos com realidade aumentada espacial." Universidade de São Paulo, 2008. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-28032008-162730/.
Full textNowadays Electronic Games have a great importance in the economic sector, in computing and in academic research, not limited only to entertainment applications. In the search for innovation in gameplay and in the interactive interfaces of electronic games, Augmented Reality is one of the new frontiers to be explored. This work presents the research, development and testing of an infrastructure, called Robot ARena, for the development of innovative games using the Spatial Augmented Reality and new interfaces that this technology allows. Based on horizontal interfaces with elements of hardware and software, Robot ARena has a flexible architecture that enables different ways of interaction and visualization. Another aspect planned for this project is the control and communication of robots, which can be used as avatars in games. The concepts involved, Electronic Games and Spatial Augmented Reality, are discussed, as well as the work that inspired some aspects of this infrastructure. A Robot ARena prototype was implemented, tested and used in the development of two games prototypes, FootBot ARena and TanSpace, which brings new challenges to the infrastructure, such as exploration of the influence of virtual objects in real objects and the application of tangible interfaces.
Hudson, Robert Dearn. "Development of an integrated co-processor based power electronic drive / by Robert D. Hudson." Thesis, North-West University, 2008. http://hdl.handle.net/10394/3723.
Full textThesis (M.Ing. (Electrical Engineering))--North-West University, Potchefstroom Campus, 2009.
Congedo, Pietro Marco. "Contributions to the reliability of numerical simulations in fluid mechanics. Application to the flow simulation of thermodynamically complex gases." Habilitation à diriger des recherches, Université Sciences et Technologies - Bordeaux I, 2013. http://tel.archives-ouvertes.fr/tel-00940088.
Full textBusatto-Gaston, Damien. "Symbolic controller synthesis for timed systems : robustness and optimality." Electronic Thesis or Diss., Aix-Marseille, 2019. http://www.theses.fr/2019AIXM0461.
Full textThe field of reactive synthesis studies ways to obtain,starting from a specification, a system that is correctby construction.A classical approach models this setting as azero-sum game played by two players on a transition system,and asks whether player controller canensure an objective against any competing player environment.We focus on real-time specifications,modelled as timed automata with reachability or Büchi acceptance conditions,and present symbolic ways to synthesise strategies for the controller.We consider two problems, either restricting controller to robust strategiesor aiming for optimal strategies in a weighted game setting
Sorensen, Gerrit Addison N. "A Flexible Infrastructure for Multi-Agent Systems." Diss., CLICK HERE for online access, 2005. http://contentdm.lib.byu.edu/ETD/image/etd875.pdf.
Full textButts, IV Leverett Belton. "Heroes with a Hundred Names: Mythology and Folklore in Robert Penn Warren's Early Fiction." Digital Archive @ GSU, 2009. http://digitalarchive.gsu.edu/english_theses/71.
Full textde, Greeff Joachim. "Interactive concept acquisition for embodied artificial agents." Thesis, University of Plymouth, 2013. http://hdl.handle.net/10026.1/1587.
Full textAnderson, Jonathan D. "Semi Autonomous Vehicle Intelligence: Real Time Target Tracking For Vision Guided Autonomous Vehicles." Diss., CLICK HERE for online access, 2007. http://contentdm.lib.byu.edu/ETD/image/etd1750.pdf.
Full textCambier, Nicolas. "Bio-inspired collective exploration and cultural organisation." Thesis, Compiègne, 2019. http://www.theses.fr/2019COMP2511.
Full textAutomatically-controlled artificial systems have recently been used in numerous settings including environmental monitoring and explorations, with great success. In such cases, the use of multiple robots could increase efficiency, although we should ensure that their communication and organisation strategies are robust, exible, and scalable. These qualities can be ensured through decentralisation, redundancy (many/all robots perform the same task), local interaction, and simplistic rules, as is the case in swarm robotics. One of the key components of swarm robotics is local interaction or communication. The later has, so far, only been used for relatively simple tasks such as signalling a robot's preference or state. However, communication has more potential because the emergence of meaning, as it exists in human language, could allow robots swarms to tackle novel situations in ways that may not be a priori obvious to the experimenter. This is a necessary feature for having swarms that are fully autonomous, especially in unknown environments. In this thesis, we propose a framework for the emergence of meaningful communications in swarm robotics using language games as a communication protocol and probabilistic aggregation as a case study. Probabilistic aggregation can be a prerequisite to many other swarm behaviours but, unfortunately, it is extremely sensitive to experimental conditions, and thus requires specific parameter tuning for any setting such as population size or density.With our framework, we show that the concurrent execution of the naming game and of probabilistic aggregation leads, in certain conditions, to a new clustering and labelling behaviour that is controllable via the parameters of the aggregation controller. Pushing this interplay forward, we demonstrate that the social dynamics of the naming game can select efficient aggregation parameters through environmental pressure. This creates resilient controllers as the aggregation behaviour is dynamically evolved online according to the current environmental setting
Huang, Chia-Hsien, and 黃嘉賢. "Robust quantum gates for quantum computation." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/aa86nu.
Full text國立臺灣大學
物理學研究所
105
To realize practical quantum computation, a set of high-fidelity universal quantum gates robust against noise and uncertainty in the qubit system is prerequisite. Constructing control pulses to operate quantum gates which meet this requirement is an important and timely issue. In most robust control methods, noise is assumed to be quasi-static, i.e., is time-independent within the gate operation time but can vary between different gates. But this quasi-static-noise assumption is not always valid. Here we develop a systematic method to find pulses for quantum gate operations robust against both low- and high-frequency (comparable to the qubit transition frequency) stochastic time-varying noise. Our approach, taking into account the noise properties of quantum computing systems, can output single smooth pulses in the presence of multisources of noise. Furthermore, our method can be applied to different system models and noise models, and will make essential steps toward constructing high-fidelity and robust quantum gates for fault-tolerant quantum computation (FTQC). We also discuss and compare the gate operation performance by our method with that by the filter-transfer-function method. Then we apply our robust control method for a realistic system of electron spin qubits in semiconductor (silicon) quantum dots, a promising solid-state system compatible with existing manufacturing technologies for practical quantum computation. A two-qubit controlled-NOT (CNOT) gate, realized by a controlled-phase (C-phase) gate together with some single-qubit gates, has been experimentally implemented recently for quantum-dot electron spin qubits in isotopically purified silicon. But the infidelity of the two-qubit C-phase gate is, primarily due to the electrical control noise, still higher than the required error threshold for FTQC. Here we apply our robust control method to construct high-fidelity CNOT gates with single smooth control pulses robust against the electrical noise and the system parameter uncertainty. The experimental constraints on the maximum pulse strength due to the power limitation of the on-chip electron spin resonance (ESR) line and the filtering effects on the pulses due to the finite bandwidth of waveform generators are also accounted for. The robust and high-fidelity single-qubit gates, together with the two-qubit CNOT gates, can be performed within the same control framework in our scheme, paving the way for large-scale FTQC.
YU-SHU, CHEN, and 陳堉樞. "Adopting Table Games to Robust the Social skills abilities of Autistic Children." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/5vvb8v.
Full text聖約翰科技大學
電機工程系碩士班
107
This paper focuses on the weakness of learning ability as to Autistic Children problems. This work adopts the corresponding technologies of Table Games to Robust the Social skills abilities of Autisms in Elementary school. There are some special features in the proposed; 1 The Rail way type games are rather favors within Autistic Children in Elementary school; 2, The processes during Rail way type games can help children to Robust the Social skills abilities; 3, During repeat playing of the Cooperation Turns in the Rail way type games, some important Social skills abilities are imbedded in games to inspire the learning ability of Autistic Children. The proposed skills are really implemented in the Yilan Yu Chai Elementary School in Taiwan for Autistic Children. Numerous simulations have been made and the test results demonstrate the efficiency of the proposed skills in this paper.
Gedikli, Suat [Verfasser]. "Continual and robust estimation of camera parameters in broadcasted sports games / Suat Gedikli." 2009. http://d-nb.info/994257724/34.
Full textCreoulo, Joana Oliveira. "Robot plays board games with human." Master's thesis, 2021. http://hdl.handle.net/10773/31515.
Full textColaboração humano-robô é um campo com múltiplas aplicações, e varia em complexidade desde a medicina ao entretimento. No entretimento, podemos obter colaboração entre humano e robô através de jogos, o que para um primeiro contacto com o tema apresenta um nível de complexidade adequado para alguém que está a começar a explorar a temática. Um exemplo disso é o projeto desenvolvido pelo IRIS: um braço robótico que em colaboração com um humano resolve um puzzle pantomino. Este projeto inspirou esta tese na medida em que se podia alcançar uma maior aplicação do que apenas um puzzle colaborativo e aplicar a hardware diferente. Esta tese implementa a cooperação entre humano-robô usando diferentes jogos de tabuleiro, permitindo uma solução colaborativa e ainda assim competitiva. Para atingir o objetivo, usei o braço robótico Jaco da Kinova e o sensor Kinect. Dividi o trabalho desenvolvido em três tópicos principais: manipulação, perceção e o jogo. Para manipular o braço robótico Jaco da Kinova, usei o package desenvolvido pela Kinova para ROS. Com a Kinect e as bibliotecas de PCL e OpenCV, consegui localizar as peças e tabuleiros usados em cada jogo, permitindo assim ao robô manipular as peças sem intervenção do humano. Para o jogo explorei algoritmos de inteligência artificial e implementei-os para permitir que o robô planeasse as suas próprias jogadas. A framework do ROS permitiu-me conectar as diferentes partes do projeto de forma a obter uma experiência de jogo entre humano e robô.
Mestrado em Engenharia Eletrónica e Telecomunicações
Alghamdi, Norah K. "Modeling Human Learning in Games." Thesis, 2020. http://hdl.handle.net/10754/666444.
Full textTom, David. "Investigating UCT and RAVE steps towards a more robust method /." Master's thesis, 2010. http://hdl.handle.net/10048/1087.
Full textTitle from PDF file main screen (viewed on July 29, 2010). A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Science, Department of Computing Science, University of Alberta. Includes bibliographical references.
Stiller, Sebastian [Verfasser]. "Extending concepts of reliability : network creation games, real-time scheduling, and robust optimization / vorgelegt von Sebastian Stiller." 2008. http://d-nb.info/993266584/34.
Full textChen, Tse-Yu, and 陳澤宇. "Reinforcement Learning in Zero-Sum Games for Robot Soccer Systems." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/29615769696503275189.
Full text國立中正大學
電機工程研究所
91
The objective of this thesis is to develop a strategy system in a robot soccer system with cooperative ability which is improved by self-learning. A reinforcement learning method according to the zero-sum game theory is developed in this thesis. It enforces the learning systems to choose appropriate strategy on the opponent’s actions. In order to achieve the purpose of cooperation, two sub systems have been used, one is a role assignment system and the other one is a reinforcement learning system. In the role assignment system, four roles are assigned. They are Attacker, Helper, Defender, and Goalkeeper. Each role has its own behaviors and tasks different from other roles’. Helper and Defender use the reinforcement learning system to improve their policy selections on the game field. Furthermore, the physical and mechanical conditions of robots are all the same. Robots need not play the same kind of role. They can change to any kind of roles dynamically according to the state situation on the game field. In the reinforcement learning system, we have further two sub learning systems. Each learning system learns their tasks. One learns to figure up how Helper helps its teammates, to form an attack or a defense type. Meanwhile, the other learns to stand a proper defensive strategy. Two sub systems work in the same time, such that they can cooperate with each other. They can learn to improve their performance from game experience.
Li, Je-Ting, and 黎哲廷. "Application of the Nine-Balls Pool Games for a Billiard Robot." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/18709219760965927631.
Full text淡江大學
機械與機電工程學系碩士班
93
The objective of this thesis is to develop an offensive strategy of the nine ball game to score ball from number 1 to 9 sequentially for the billiard robot. The strength of shot is determined where the cue ball will stop in its trajectory to be in a good position for the next shot by the controller. The image pattern recognition technique is applied to identify the cue ball and each numbers of the object balls on the table. Then, the positions of the balls will be determined automatically by the machine vision subsystem and the developed software(VB). After that, the extension theory is applied to develop the offensive strategy of the nine ball game in order to win the game successfully. There are five parameters which are needed to be considered together for the offensive strategy. They are (1)distances between the cue ball and each object balls, (2)distances between object balls and the corresponding pockets,(3)block balls between the cue ball and object balls, (4)the angles between the cue ball, object balls and the corresponding pockets, (5)the predicted positions of the cue ball and object balls after collision. Then the offensive strategy is developed based on the above five parameters by the Extension theory. Finally, the billiard robot will execute the hitting command(hitting position and strength of shot) to pocket the object balls into corresponding pockets one by one in order to win the billiard game. The experimental results shows that the billiard robot is able to “read” the balls on the table correctly and pockets the object balls from the lowest number to the highest number one by one successfully.
Lin, Dong-Yuan, and 林董原. "Anti-robot Agent Mechanisms on Online Games ─ A Game Level Approach." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/14878840236004100439.
Full text國立臺灣科技大學
資訊管理系
96
MMORPG is the most popular kind of online game. The market value for MMORPGs in the World hit 5.4 billion dollars in 2007. The number of MMORPGs’ players exceeds 16 million over the world on 2007. In recent years, BOT is the one of the most important prob-lem in the filed of MMORPGs. BOTs are deeply breaking the fairness of the virtual world and affecting the benefit of the game operators. Although much active research on detecting cheaters in online games is currently in progress, there is not an effective and scalable solu-tion that supports thousands of players. We propose an anti-robot agent solution which is composed of multiple mechanisms and combined with game design to detect BOT players automatically. Our proposed mechanism adopts data mining techniques to analyze player behavior in game level, and extended CAPTCHA techniques to identify players’ presence of the game. Further, we experiment the solution on a real game to explore the effectiveness of our detection mechanisms. Our generated behavior feature quantification function is suitable for most MMORPGs, and our detection mechanisms are scalable for new types of BOT.
TE-CHIH, WANG, and 王德智. "High Dynamic Range Image Processing Based Visual System for Robot Soccer Games." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/47125296957740902132.
Full text南台科技大學
電機工程系
101
This thesis proposes a visual system which is based on high dynamic range (HDR) image processing scheme for robot soccer games. The system platform consists of the image processing system, the planning and decision making systems, and the motion control system. In which, the image processing system included high dynamic range image processing and image weighting correction algorithms to analyze the global field images firstly. Then it performs color space transformation and local correction for optimization of image processing. Besides, the planning and decision making system determines path planning, obstacle avoidance, real-time control and decision making based on the resultant image information. Finally, the motion control system will accomplish ball tracking, kicking, and defense motions to play robot soccer games. The experimental results show in real 3 vs. 3 robot soccer games reveal and demonstrate the feasibility of the proposed system.