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Literatura académica sobre el tema "Apprentissage automatique – Jeux"
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Artículos de revistas sobre el tema "Apprentissage automatique – Jeux"
HARINAIVO, A., H. HAUDUC y I. TAKACS. "Anticiper l’impact de la météo sur l’influent des stations d’épuration grâce à l’intelligence artificielle". Techniques Sciences Méthodes 3 (20 de marzo de 2023): 33–42. http://dx.doi.org/10.36904/202303033.
Texto completoTesis sobre el tema "Apprentissage automatique – Jeux"
Moneret, Régis. "Strategos : un système multi-jeux utilisant la théorie combinatoire des jeux, capable d'apprendre automatiquement les dépendances entre sous-jeux locaux". Paris 6, 2000. http://www.theses.fr/2000PA066338.
Texto completoKocák, Tomáš. "Apprentissage séquentiel avec similitudes". Thesis, Lille 1, 2016. http://www.theses.fr/2016LIL10230/document.
Texto completoThis thesis studies several extensions of multi-armed bandit problem, where a learner sequentially selects an action and obtain the reward of the action. Traditionally, the only information the learner acquire is about the obtained reward while information about other actions is hidden from the learner. This limited feedback can be restrictive in some applications like recommender systems, internet advertising, packet routing, etc. Usually, these problems come with structure, similarities between users or actions, additional observations, or any additional assumptions. Therefore, it is natural to incorporate these assumptions to the algorithms to improve their performance. This thesis focuses on multi-armed bandit problem with some underlying structure usually represented by a graph with actions as vertices. First, we study a problem where the graph captures similarities between actions; connected actions tend to grand similar rewards. Second, we study a problem where the learner observes rewards of all the neighbors of the selected action. We study these problems under several additional assumptions on rewards (stochastic, adversarial), side observations (adversarial, stochastic, noisy), actions (one node at the time, several nodes forming a combinatorial structure in the graph). The main contribution of this thesis is to design algorithms for previously mentioned problems together with theoretical and empirical guaranties. We also introduce several novel quantities, to capture the difficulty of some problems, like effective dimension and effective independence number
Orero, Joseph Onderi. "Modélisation de systèmes émotionnels à partir de signaux physiologiques et application dans la conception de jeux vidéo". Paris 6, 2011. http://www.theses.fr/2011PA066173.
Texto completoWeill, Jean-Christophe. "Programmes d'échecs de championnat : architecture logicielle, synthèse de fonctions d'évaluation, parallélisme de recherche". Paris 8, 1995. http://www.theses.fr/1995PA080954.
Texto completoDang, Quang Vinh. "Évaluation de la confiance dans la collaboration à large échelle". Thesis, Université de Lorraine, 2018. http://www.theses.fr/2018LORR0002/document.
Texto completoLarge-scale collaborative systems wherein a large number of users collaborate to perform a shared task attract a lot of attention from both academic and industry. Trust is an important factor for the success of a large-scale collaboration. It is difficult for end-users to manually assess the trust level of each partner in this collaboration. We study the trust assessment problem and aim to design a computational trust model for collaborative systems. We focused on three research questions. 1. What is the effect of deploying a trust model and showing trust scores of partners to users? We designed and organized a user-experiment based on trust game, a well-known money-exchange lab-control protocol, wherein we introduced user trust scores. Our comprehensive analysis on user behavior proved that: (i) showing trust score to users encourages collaboration between them significantly at a similar level with showing nick- name, and (ii) users follow the trust score in decision-making. The results suggest that a trust model can be deployed in collaborative systems to assist users. 2. How to calculate trust score between users that experienced a collaboration? We designed a trust model for repeated trust game that computes user trust scores based on their past behavior. We validated our trust model against: (i) simulated data, (ii) human opinion, and (iii) real-world experimental data. We extended our trust model to Wikipedia based on user contributions to the quality of the edited Wikipedia articles. We proposed three machine learning approaches to assess the quality of Wikipedia articles: the first one based on random forest with manually-designed features while the other two ones based on deep learning methods. 3. How to predict trust relation between users that did not interact in the past? Given a network in which the links represent the trust/distrust relations between users, we aim to predict future relations. We proposed an algorithm that takes into account the established time information of the links in the network to predict future user trust/distrust relationships. Our algorithm outperforms state-of-the-art approaches on real-world signed directed social network datasets
Allart, Thibault. "Apprentissage statistique sur données longitudinales de grande taille et applications au design des jeux vidéo". Thesis, Paris, CNAM, 2017. http://www.theses.fr/2017CNAM1136/document.
Texto completoThis thesis focuses on longitudinal time to event data possibly large along the following tree axes : number of individuals, observation frequency and number of covariates. We introduce a penalised estimator based on Cox complete likelihood with data driven weights. We introduce proximal optimization algorithms to efficiently fit models coefficients. We have implemented thoses methods in C++ and in the R package coxtv to allow everyone to analyse data sets bigger than RAM; using data streaming and online learning algorithms such that proximal stochastic gradient descent with adaptive learning rates. We illustrate performances on simulations and benchmark with existing models. Finally, we investigate the issue of video game design. We show that using our model on large datasets available in video game industry allows us to bring to light ways of improving the design of studied games. First we have a look at low level covariates, such as equipment choices through time and show that this model allows us to quantify the effect of each game elements, giving to designers ways to improve the game design. Finally, we show that the model can be used to extract more general design recommendations such as dificulty influence on player motivations
Condevaux, Charles. "Méthodes d'apprentissage automatique pour l'analyse de corpus jurisprudentiels". Thesis, Nîmes, 2021. http://www.theses.fr/2021NIME0008.
Texto completoJudicial decisions contain deterministic information (whose content is recurrent from one decision to another) and random information (probabilistic). Both types of information come into play in a judge's decision-making process. The former can reinforce the decision insofar as deterministic information is a recurring and well-known element of case law (ie past business results). The latter, which are related to rare or exceptional characters, can make decision-making difficult, since they can modify the case law. The purpose of this thesis is to propose a deep learning model that would highlight these two types of information and study their impact (contribution) in the judge’s decision-making process. The objective is to analyze similar decisions in order to highlight random and deterministic information in a body of decisions and quantify their importance in the judgment process
Simon, Franck. "Découverte causale sur des jeux de données classiques et temporels. Application à des modèles biologiques". Electronic Thesis or Diss., Sorbonne université, 2023. http://www.theses.fr/2023SORUS528.
Texto completoThis thesis focuses on the field of causal discovery : the construction of causal graphs from observational data, and in particular, temporal causal discovery and the reconstruction of large gene regulatory networks. After a brief history, this thesis introduces the main concepts, hypotheses and theorems underlying causal graphs as well as the two main approaches: score-based and constraint-based methods. The MIIC (Multivariate Information-based Inductive Causation) method, developed in our laboratory, is then described with its latest improvements: Interpretable MIIC. The issues and solutions implemented to construct a temporal version (tMIIC) are presented as well as benchmarks reflecting the advantages of tMIIC compared to other state-of-the-art methods. The application to sequences of images taken with a microscope of a tumor environment reconstituted on microchips illustrates the capabilities of tMIIC to recover, solely from data, known and new relationships. Finally, this thesis introduces the use of a consequence a priori to apply causal discovery to the reconstruction of gene regulatory networks. By assuming that all genes, except transcription factors, are only consequence genes, it becomes possible to reconstruct graphs with thousands of genes. The ability to identify key transcription factors de novo is illustrated by an application to single cell RNA sequencing data with the discovery of two transcription factors likely to be involved in the biological process of interest
Maillard, Odalric-Ambrym. "APPRENTISSAGE SÉQUENTIEL : Bandits, Statistique et Renforcement". Phd thesis, Université des Sciences et Technologie de Lille - Lille I, 2011. http://tel.archives-ouvertes.fr/tel-00845410.
Texto completoGabillon, Victor. "Algorithmes budgétisés d'itérations sur les politiques obtenues par classification". Thesis, Lille 1, 2014. http://www.theses.fr/2014LIL10032/document.
Texto completoThis dissertation is motivated by the study of a class of reinforcement learning (RL) algorithms, called classification-based policy iteration (CBPI). Contrary to the standard RL methods, CBPI do not use an explicit representation for value function. Instead, they use rollouts and estimate the action-value function of the current policy at a collection of states. Using a training set built from these rollout estimates, the greedy policy is learned as the output of a classifier. Thus, the policy generated at each iteration of the algorithm, is no longer defined by a (approximated) value function, but instead by a classifier. In this thesis, we propose new algorithms that improve the performance of the existing CBPI methods, especially when they have a fixed budget of interaction with the environment. Our improvements are based on the following two shortcomings of the existing CBPI algorithms: 1) The rollouts that are used to estimate the action-value functions should be truncated and their number is limited, and thus, we have to deal with bias-variance tradeoff in estimating the rollouts, and 2) The rollouts are allocated uniformly over the states in the rollout set and the available actions, while a smarter allocation strategy could guarantee a more accurate training set for the classifier. We propose CBPI algorithms that address these issues, respectively, by: 1) the use of a value function approximation to improve the accuracy (balancing the bias and variance) of the rollout estimates, and 2) adaptively sampling the rollouts over the state-action pairs
Libros sobre el tema "Apprentissage automatique – Jeux"
Apprentissage symbolique: Une approche de l'intelligence artificielle. Toulouse (France): Cépaduès-éditions, 1993.
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