Tesis sobre el tema "Apprentissage automatique – Jeux"
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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
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.
Texto completoCoron, Jean-Luc. "Quelques exemples de jeux à champ moyen". Thesis, Paris Sciences et Lettres (ComUE), 2017. http://www.theses.fr/2017PSLED032/document.
Texto completoThe mean field game theory was introduced in 2006 by Jean-Michel Lasry and Pierre-Louis Lions. It allows us to study the game theory in some situations where the number of players is too high to be able to be solved in practice. We will study the mean field game theory on graphs by learning from the studies of Oliver Guéant which we will extend to more generalized forms of Hilbertian. We will also study the links between the K-means and the mean field game theory. In principle, this will offer us new algorithms for solving the K-means thanks to the techniques of numerical resolutions of the mean field games. Findly, we will study a mean field game called the "starting time of a meeting". We will extend it to situations where the players can choose between two meetings. We will study analytically and numerically the existence and multiplicity of the solutions to this problem
Barlier, Merwan. "Sur le rôle de l’être humain dans le dialogue humain/machine". Thesis, Lille 1, 2018. http://www.theses.fr/2018LIL1I087/document.
Texto completoThe context of this thesis takes place in Reinforcement Learning for Spoken Dialogue Systems. This document proposes several ways to consider the role of the human interlocutor. After an overview of the limits of the traditional Agent/Environment framework, we first suggest to model human/machine dialogue as a Stochastic Game. Within this framework, the human being is seen as a rational agent, acting in order to optimize his preferences. We show that this framework allows to take into consideration co-adaptation phenomena and extend the applications of human/machine dialogue, e.g. negociation dialogues. In a second time, we address the issue of allowing the incorporation of human expertise in order to speed-up the learning phase of a reinforcement learning based spoken dialogue system. We provide an algorithm that takes advantage of those human advice and shows a great improvement over the performance of traditional reinforcement learning algorithms. Finally, we consider a third situation in which a system listens to a conversation between two human beings and talk when it estimates that its intervention could help to maximize the preferences of its user. We introduce a original reward function balancing the outcome of the conversation with the intrusiveness of the system. Our results obtained by simulation suggest that such an approach is suitable for computer-aided human-human dialogue. However, in order to implement this method, a model of the human/human conversation is required. We propose in a final contribution to learn this model with an algorithm based on multiplicity automata
Soler, Julien. "Orion, a generic model for data mining : application to video games". Thesis, Brest, 2015. http://www.theses.fr/2015BRES0035/document.
Texto completoThe video game industry's needs are constantly changing. In the field of artificial intelligence, we identify inchapter 1, the different needs of industry in this area. We believe that the design of a learning behavior through imitation solution that is functional and efficient would cover most of these needs. In chapter 2, we show that data mining techniques can be very useful to provide such a solution. However, for now, these techniques are not sufficient to automatically build a comprehensive behavior that would be usable in modern video games. In chapter 3, we propose a generic model to learn behavior by imitating human players: Orion.This model consists of two parts, a structural model and a behavioral model. The structural model provides a general data mining framework, providing an abstraction of the different methods used in this research. This framework allows us to build a general purpose tool with better possibilities for visualizing than existing data mining tools. The behavioral model is designed to integrate data mining techniques in a more general architecture and is based on the Behavior Trees. In chapter 4, we illustrate how we use our model by implementing the behavior of players in the Pong and Unreal Tournament 3 games using Orion. In chapter 5,we identify possible improvements, both of our data mining framework and our behavioral model
Allesiardo, Robin. "Bandits Manchots sur Flux de Données Non Stationnaires". Thesis, Université Paris-Saclay (ComUE), 2016. http://www.theses.fr/2016SACLS334/document.
Texto completoThe multi-armed bandit is a framework allowing the study of the trade-off between exploration and exploitation under partial feedback. At each turn t Є [1,T] of the game, a player has to choose an arm kt in a set of K and receives a reward ykt drawn from a reward distribution D(µkt) of mean µkt and support [0,1]. This is a challeging problem as the player only knows the reward associated with the played arm and does not know what would be the reward if she had played another arm. Before each play, she is confronted to the dilemma between exploration and exploitation; exploring allows to increase the confidence of the reward estimators and exploiting allows to increase the cumulative reward by playing the empirical best arm (under the assumption that the empirical best arm is indeed the actual best arm).In the first part of the thesis, we will tackle the multi-armed bandit problem when reward distributions are non-stationary. Firstly, we will study the case where, even if reward distributions change during the game, the best arm stays the same. Secondly, we will study the case where the best arm changes during the game. The second part of the thesis tacles the contextual bandit problem where means of reward distributions are now dependent of the environment's current state. We will study the use of neural networks and random forests in the case of contextual bandits. We will then propose meta-bandit based approach for selecting online the most performant expert during its learning
Gal, Viviane. "Vers une nouvelle Interaction Homme Environnement dans les jeux vidéo et pervasifs : rétroaction biologique et états émotionnels : apprentissage profond non supervisé au service de l'affectique". Electronic Thesis or Diss., Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1269.
Texto completoLiving exceptional moments, experiencing thrills, well-being, blooming, are often part of our dreams or aspirations. We choose various ways to get there like games. Whether the player is looking for originality, challenges, discovery, a story, or other goals, emotional states are the purpose of his quest. He remains until the game gives him pleasure, sensations. How bring them there? We are developing a new human environment interaction that takes into account and adapts to emotions. We address video or pervasive games or other applications. Through this goal, players should not be bothered by interfaces, or biosensors invasivness. This work raises two questions:- Can we discover emotional states based on physiological measurements from contact biosensors?- If so, can these sensors be replaced by remote, non-invasive devices and produce the same results?The models we have developed propose solutions based on unsupervised machine learning methods. We also present remote measurements technics and explain our future works in a new field we call affectics
Becker, Sheila. "Conceptual Approaches for Securing Networks and Systems". Phd thesis, Institut National Polytechnique de Lorraine - INPL, 2012. http://tel.archives-ouvertes.fr/tel-00768801.
Texto completoNicol, Olivier. "Data-driven evaluation of contextual bandit algorithms and applications to dynamic recommendation". Thesis, Lille 1, 2014. http://www.theses.fr/2014LIL10211/document.
Texto completoThe context of this thesis work is dynamic recommendation. Recommendation is the action, for an intelligent system, to supply a user of an application with personalized content so as to enhance what is refered to as "user experience" e.g. recommending a product on a merchant website or even an article on a blog. Recommendation is considered dynamic when the content to recommend or user tastes evolve rapidly e.g. news recommendation. Many applications that are of interest to us generates a tremendous amount of data through the millions of online users they have. Nevertheless, using this data to evaluate a new recommendation technique or even compare two dynamic recommendation algorithms is far from trivial. This is the problem we consider here. Some approaches have already been proposed. Nonetheless they were not studied very thoroughly both from a theoretical point of view (unquantified bias, loose convergence bounds...) and from an empirical one (experiments on private data only). In this work we start by filling many blanks within the theoretical analysis. Then we comment on the result of an experiment of unprecedented scale in this area: a public challenge we organized. This challenge along with a some complementary experiments revealed a unexpected source of a huge bias: time acceleration. The rest of this work tackles this issue. We show that a bootstrap-based approach allows to significantly reduce this bias and more importantly to control it
Chauvin, Simon. "Un modèle narratif pour les jeux vidéo émergents". Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1261/document.
Texto completoThis thesis aims to create and evaluate a narrative model for emergent videogames that make extensive use of procedurally generated content. As such, an application of this model is presented within the videogame Minecraft. The usual approach to narratives in videogames can hardly be applied to experiences of play that involve more freedom from the player's perspective, such as what offer emergents videogames. Thus, we aim to provide players with the means to explicitly alter the story in real time, thanks to a context sensitive and modular narrative form. First, we explore the relationship betweenstorytelling and interactivity by studying the various roles held by narratives in videogames. Then, we identify the properties that define emergent videogames to better expose the narrative challenges they represent. Next, we detail our proposal of a narrative model suitable for emergent games as well as the architecture allowing players to transform the story in real time. Finally, we present an experiment in which we evaluate the validity of our narrative model in the context of emergent videogames
Yang, Wenlu. "Personalized physiological-based emotion recognition and implementation on hardware". Thesis, Sorbonne université, 2018. http://www.theses.fr/2018SORUS064.
Texto completoThis thesis investigates physiological-based emotion recognition in a digital game context and the feasibility of implementing the model on an embedded system. The following chanllenges are addressed: the relationship between emotional states and physiological responses in the game context, individual variabilities of the pschophysiological responses and issues of implementation on an embedded system. The major contributions of this thesis are : Firstly, we construct a multi-modal Database for Affective Gaming (DAG). This database contains multiple measurements concerning objective modalities: physiological signals (ECG, EDA, EMG, Respiration), screen recording, and player's face recording, as well as subjective assessments on both game event and match level. We presented statistics of the database and run a series of analysis on issues such as emotional moment detection and emotion classification, influencing factors of the overall game experience using various machine learning methods. Secondly, we investigate the individual variability in the collected data by creating an user-specific model and analyzing the optimal feature set for each individual. We proposed a personalized group-based model created the similar user groups by using the clustering techniques based on physiological traits deduced from optimal feature set. We showed that the proposed personalized group-based model performs better than the general model and user-specific model. Thirdly, we implemente the proposed method on an ARM A9 system and showed that the proposed method can meet the requirement of computation time
Piette, Eric. "Une nouvelle approche au General Game Playing dirigée par les contraintes". Thesis, Artois, 2016. http://www.theses.fr/2016ARTO0401/document.
Texto completoThe ability for a computer program to effectively play any strategic game, often referred to General Game Playing (GGP), is a key challenge in AI. The GGP competitions, where any game is represented according to a set of logical rules in the Game Description Language (GDL), have led researches to compare various approaches, including Monte Carlo methods, automatic constructions of evaluation functions, logic programming, and answer set programming through some general game players. In this thesis, we offer a new approach driven by stochastic constraints. We first focus on a translation process from GDL to stochastic constraint networks (SCSP) in order to provide compact representations of strategic games and to model strategies. In a second part, we exploit a fragment of SCSP through an algorithm called MAC-UCB by coupling the MAC (Maintaining Arc Consistency) algorithm, used to solve each stage of the SCSP in turn, together with the UCB (Upper Confidence Bound) policy for approximating the values of those strategies obtained by the last stage in the sequence. The efficiency of this technical on the others GGP approaches is confirmed by WoodStock, implementing MAC-UCB, the actual leader on the GGP Continuous Tournament. Finally, in the last part, we propose an alternative approach to symmetry detection in stochastic games, inspired from constraint programming techniques. We demonstrate experimentally that MAC-UCB, coupled with our constranit-based symmetry detection approach, significantly outperforms the best approaches and made WoodStock the GGP champion 2016
Liu, Jialin. "Portfolio Methods in Uncertain Contexts". Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS220/document.
Texto completoThis manuscript concentrates in studying methods to handle the noise, including using resampling methods to improve the convergence rates and applying portfolio methods to cases with uncertainties (games, and noisy optimization in continuous domains).Part I will introduce the manuscript, then review the state of the art in noisy optimization, portfolio algorithm, multi-armed bandit algorithms and games.Part II concentrates on the work on noisy optimization:∙ Chapter 4 provides a generic algorithm for noisy optimization recovering most of the existing bounds in one single noisy optimization algorithm.∙ Chapter5 applies different resampling rules in evolution strategies for noisy optimization, without the assumption of variance vanishing in the neighborhood of the optimum, and shows mathematically log-log convergence results and studies experimentally the slope of this convergence.∙ Chapter 6 compares resampling rules used in the differential evolution algorithm for strongly noisy optimization. By mathematical analysis, a new rule is designed for choosing the number of resamplings, as a function of the dimension, and validate its efficiency compared to existing heuristics - though there is no clear improvement over other empirically derived rules.∙ Chapter 7 applies “common random numbers”, also known as pairing, to an intermediate case between black-box and white-box cases for improving the convergence.Part III is devoted to portfolio in adversarial problems:∙ Nash equilibria are cases in which combining pure strategies is necessary for designing optimal strategies. Two chapters are dedicated to the computation of Nash equilibria:– Chapter 9 investigates combinations of pure strategies, when a small set of pure strategies is concerned; basically, we get improved rates when the support of the Nash equilibrium is small.– Chapter 10 applies these results to a power system problem. This compares several bandit algorithms for Nash equilibria, defines parameter-free bandit algorithms, and shows the relevance of the sparsity approach dis- cussed in Chapter 9.∙ Then, two chapters are dedicated to portfolios of game methods:– Chapter 11 shows how to generate multiple policies, from a single one, when only one such policy is available. This kind of bootstrap (based on random seeds) generates many deterministic policies, and then combines them into one better policy. This has been tested on several games.– Chapter 12 extends chapter 11 by combining policies in a position-specific manner. In particular, we get a better asymptotic behavior than MCTS.Part IV is devoted to portfolios in noisy optimization:∙ Chapter 14 is devoted to portfolio of noisy optimization methods in continuous domains;∙ Chapter 15 proposed differential evolution as a tool for non- stationary bandit problems
Zayene, Mariem. "Cooperative data exchange for wireless networks : Delay-aware and energy-efficient approaches". Thesis, Limoges, 2019. http://www.theses.fr/2019LIMO0033/document.
Texto completoWith significantly growing number of smart low-power devices during recent years, the issue of energy efficiency has taken an increasingly essential role in the communication systems’ design. This thesis aims at designing distributed and energy efficient transmission schemes for wireless networks using game theory and instantly decodable network coding (IDNC) which is a promising network coding subclass. We study the cooperative data exchange (CDE) scenario in which all devices cooperate with each other by exchanging network coded packets until all of them receive all the required information. In fact, enabling the IDNC-based CDE setting brings several challenges such us how to extend the network lifetime and how to reduce the number of transmissions in order to satisfy urgent delay requirements. Therefore, unlike most of existing works concerning IDNC, we focus not only on the decoding delay, but also the consumed energy. First, we investigate the IDNC-based CDE problem within small fully connected networks across energy-constrained devices and model the problem using the cooperative game theory in partition form. We propose a distributed merge-and-split algorithm to allow the wireless nodes to self-organize into independent disjoint coalitions in a distributed manner. The proposed algorithm guarantees reduced energy consumption and minimizes the delay in the resulting clustered network structure. We do not only consider the transmission energy, but also the computational energy consumption. Furthermore, we focus on the mobility issue and we analyse how, in the proposed framework, nodes can adapt to the dynamic topology of the network. Thereafter, we study the IDNC-based CDE problem within large-scale partially connected networks. We considerate that each player uses no longer his maximum transmission power, rather, he controls his transmission range dynamically. In fact, we investigate multi-hop CDE using the IDNC at decentralized wireless nodes. In such model, we focus on how these wireless nodes can cooperate in limited transmission ranges without increasing the IDNC delay nor their energy consumption. For that purpose, we model the problem using a two-stage game theoretical framework. We first model the power control problem using non-cooperative game theory where users jointly choose their desired transmission power selfishly in order to reduce their energy consumption and their IDNC delay. The optimal solution of this game allows the players at the next stage to cooperate with each other through limited transmission ranges using cooperative game theory in partition form. Thereafter, a distributed multihop merge-and-split algorithm is defined to form coalitions where players maximize their utilities in terms of decoding delays and energy consumption. The solution of the proposed framework determines a stable feasible partition for the wireless nodes with reduced interference and reasonable complexity. We demonstrate that the co-operation between nodes in the multihop cooperative scheme achieves a significant minimization of the energy consumption with respect to the most stable cooperative scheme in maximum transmission range without hurting the IDNC delay
Przybylko, Marcin. "Stochastic games and their complexities". Thesis, Nouvelle Calédonie, 2019. http://www.theses.fr/2019NCAL0004.
Texto completoWe study a class of games introduced by Mio to capture the probabilistic μ-calculi called branching games. They are a subclass of stochastic two-player zero-sum turn-based infinite-time games of imperfect information. Branching games extend Gale-Stewart games by allowing players to split the execution of a play into new concurrent sub-games that continue their execution independently. In consequence, the play of a branching game has a tree-like structure, as opposed to linearly structured plays of Gale-Stewart games.In this thesis, we focus our attention on regular branching games. Those are the branching games whose pay-off functions are the indicator functions of regular sets of infinite trees, i.e. the sets recognisable by finite tree automata. We study the problems of determinacy, game value computability and the related problem of computing a measure of a regular set of infinite trees.Moreover, we use real-life data to show how to incorporate game-theoretic techniques in practice. We propose a general procedure that given a time series of data extracts a reactive model that can be used to predict the evolution of the system and advise on the strategies to achieve predefined goals. We use the procedure to create a game based on Markov decision processes that is used to predict and control level of pest in a tropical fruit farm
Grossard, Charline. "Evaluation et rééducation des expressions faciales émotionnelles chez l’enfant avec TSA : le projet JEMImE Serious games to teach social interactions and emotions to individuals with autism spectrum disorders (ASD) Children facial expression production : influence of age, gender, emotion subtype, elicitation condition and culture". Thesis, Sorbonne université, 2019. http://www.theses.fr/2019SORUS625.
Texto completoThe autism spectrum disorder (ASD) is characterized by difficulties in socials skills, as emotion recognition and production. Several studies focused on emotional facial expressions (EFE) recognition, but few worked on its production, either in typical children or in children with ASD. Nowadays, information and communication technologies are used to work on social skills in ASD but few studies using these technologies focus on EFE production. After a literature review, we found only 4 games regarding EFE production. Our final goal was to create the serious game JEMImE to work on EFE production with children with ASD using an automatic feedback. We first created a dataset of EFE of typical children and children with ASD to train an EFE recognition algorithm and to study their production skills. Several factors modulate them, such as age, type of emotion or culture. We observed that human judges and the algorithm assess the quality of the EFE of children with ASD as poorer than the EFE of typical children. Also, the EFE recognition algorithm needs more features to classify their EFE. We then integrated the algorithm in JEMImE to give the child a visual feedback in real time to correct his/her productions. A pilot study including 23 children with ASD showed that children are able to adapt their productions thanks to the feedback given by the algorithm and illustrated an overall good subjective experience with JEMImE. The beta version of JEMImE shows promising potential and encourages further development of the game in order to offer longer game exposure to children with ASD and so allow a reliable assessment of the effect of this training on their production of EFE
Teytaud, Fabien. "Introduction of statistics in optimization". Phd thesis, Université Paris Sud - Paris XI, 2011. http://tel.archives-ouvertes.fr/tel-00655731.
Texto completoPompidor, Pierre. "Apprentissage symbolique par exemples et contre-exemples géométrisables en prise de décisions : le système FONGUS : application au jeu de Go". Montpellier 2, 1992. http://www.theses.fr/1992MON20165.
Texto completoDhouib, Sofiane. "Contributions to unsupervised domain adaptation : Similarity functions, optimal transport and theoretical guarantees". Thesis, Lyon, 2020. http://www.theses.fr/2020LYSEI117.
Texto completoThe 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
Cléder, Catherine. "Planification didactique et construction de l'objectif d'une session de travail individualisée : modélisation des connaissances et du raisonnement mis en jeu". Clermont-Ferrand 2, 2002. http://www.theses.fr/2002CLF20019.
Texto completoForand, Kevin. "WikiGames : une plateforme de jeux dédiée à la validation d’une base de connaissances produite à partir de techniques d’extraction d’information ouverte". Thèse, 2017. http://hdl.handle.net/1866/20188.
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