Teses / dissertações sobre o tema "Generative AI"
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Veja os 33 melhores trabalhos (teses / dissertações) para estudos sobre o assunto "Generative AI".
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TOMA, ANDREA. "PHY-layer Security in Cognitive Radio Networks through Learning Deep Generative Models: an AI-based approach". Doctoral thesis, Università degli studi di Genova, 2020. http://hdl.handle.net/11567/1003576.
Texto completo da fonteMisino, Eleonora. "Deep Generative Models with Probabilistic Logic Priors". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/24058/.
Texto completo da fonteMennborg, Alexander. "AI-Driven Image Manipulation : Image Outpainting Applied on Fashion Images". Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85148.
Texto completo da fonteAlabdallah, Abdallah. "Human Understandable Interpretation of Deep Neural Networks Decisions Using Generative Models". Thesis, Högskolan i Halmstad, Halmstad Embedded and Intelligent Systems Research (EIS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-41035.
Texto completo da fontePANFILO, DANIELE. "Generating Privacy-Compliant, Utility-Preserving Synthetic Tabular and Relational Datasets Through Deep Learning". Doctoral thesis, Università degli Studi di Trieste, 2022. http://hdl.handle.net/11368/3030920.
Texto completo da fonteTwo trends have rapidly been redefining the artificial intelligence (AI) landscape over the past several decades. The first of these is the rapid technological developments that make increasingly sophisticated AI feasible. From a hardware point of view, this includes increased computational power and efficient data storage. From a conceptual and algorithmic viewpoint, fields such as machine learning have undergone a surge and synergies between AI and other disciplines have resulted in considerable developments. The second trend is the growing societal awareness around AI. While institutions are becoming increasingly aware that they have to adopt AI technology to stay competitive, issues such as data privacy and explainability have become part of public discourse. Combined, these developments result in a conundrum: AI can improve all aspects of our lives, from healthcare to environmental policy to business opportunities, but invoking it requires the use of sensitive data. Unfortunately, traditional anonymization techniques do not provide a reliable solution to this conundrum. They are insufficient in protecting personal data, but also reduce the analytic value of data through distortion. However, the emerging study of deep-learning generative models (DLGM) may form a more refined alternative to traditional anonymization. Originally conceived for image processing, these models capture probability distributions underlying datasets. Such distributions can subsequently be sampled, giving new data points not present in the original dataset. However, the overall distribution of synthetic datasets, consisting of data sampled in this manner, is equivalent to that of the original dataset. In our research activity, we study the use of DLGM as an enabling technology for wider AI adoption. To do so, we first study legislation around data privacy with an emphasis on the European Union. In doing so, we also provide an outline of traditional data anonymization technology. We then provide an introduction to AI and deep-learning. Two case studies are discussed to illustrate the field’s merits, namely image segmentation and cancer diagnosis. We then introduce DLGM, with an emphasis on variational autoencoders. The application of such methods to tabular and relational data is novel and involves innovative preprocessing techniques. Finally, we assess the developed methodology in reproducible experiments, evaluating both the analytic utility and the degree of privacy protection through statistical metrics.
Hagström, Adrian, e Rustam Stanikzai. "Writer identification using semi-supervised GAN and LSR method on offline block characters". Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-43316.
Texto completo da fonteAbdelghani, Rania. "Guider les esprits de demain : agents conversationnels pour entraîner la curiosité et la métacognition chez les jeunes apprenants". Electronic Thesis or Diss., Bordeaux, 2024. http://www.theses.fr/2024BORD0152.
Texto completo da fonteEpistemic curiosity—the desire to actively seek information for its inherent pleasure—is a complex phenomenon extensively studied across various domains. Several researchers in psychology, neuroscience, and computer science have repeatedly highlighted its foundational role in cognitive development and in fostering lifelong learning. Further, epistemic curiosity is considered key for cultivating a flexible mindset capable of adapting to the world’s uncertainties. These insights have spurred significant interest in the educational field, recognizing curiosity as essential for helping individuals be active and in control of their learning. These properties are crucial for addressing some of today’s major educational challenges, namely offering students individualized support to suit their competencies and motivations, and helping them become able to learn autonomously and independently in their dynamic and uncertain environments. Despite this well-documented importance of curiosity in education, its practical implementation and promotion in the classroom remains limited. Notably, one of the primary expressions of curiosity— question-asking (QA)—is nearly absent in most of today’s educational settings. Several reports show that students often spend a lot of time answering teachers’ questions rather than asking their own. And when they do ask questions, they are typically low-level and memory-based, as opposed to curious questions that seek novel information. In this context, this thesis aims to develop educational technologies that can foster children’s curiosity-driven learning by practicing curious QA behaviors, and their related metacognitive (MC) skills. Ultimately, we implemented interventions to train three dimensions: 1) Linguistic QA Skills: We implement a conversational agent to train the ability to formulate curious questions using compound questioning words and correct interrogative constructions. It helps children generate curious questions during reading-comprehension tasks, by providing specific cues. The effectiveness of different cue structures (a sentence vs. series of keywords) and implementations (hand-generated vs. GPT-3-generated content) is studied. 2) Curiosity-related metacognitive Skills: We create animated videos to give declarative knowledge about curiosity and its related MC skills: the ability to self reflect, make educated guesses, formulate efficient questions, and evaluate newly-acquired information. We also propose sessions to practice these skills during reading-comprehension tasks using specific cues given by conversational agents we designed to train procedural MC. 3) Social Perceptions and beliefs: We create animated videos to address the negative constructs learners tend to have about curiosity. They explain the importance of curiosity and how to control it during learning. Over 150 French students aged 9 to 11 were recruited to test these trainings of the three dimensions. Combined, these latter enhanced students’ MC sensitivity and perception of curiosity. At their turn, these factors facilitated students’ divergent QA behaviors which, at their turn, led to stronger learning progress and positive, affordable learning experiences. But despite the positive results, our methods had limitations, particularly their short duration. We suggest testing longer-lasting interventions to examine their long-term effects on curiosity. Finally, this thesis highlights the need to continue exploring QA and MC research in the age of Generative Artificial Intelligence (GAI). Indeed, while GAI facilitates access to information, it still requires good QA abilities and MC monitoring to prevent misinformation and facilitate its detection. We thus propose a framework to link efficient GAI use in education to QA and MC skills, and GAI literacy. We also present a behavioral study we intend to conduct to test this framework
Santiago, Dionny. "A Model-Based AI-Driven Test Generation System". FIU Digital Commons, 2018. https://digitalcommons.fiu.edu/etd/3878.
Texto completo da fonteOlsen, Linnéa. "Can Chatbot technologies answer work email needs? : A case study on work email needs in an accounting firm". Thesis, Karlstads universitet, Handelshögskolan (from 2013), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-85013.
Texto completo da fonteGoldstein, ép Lejuste Déborah. "La transformation numérique des TPE/PME traditionnelles comme catalyseur du développement économique territorial : enjeux et impacts socio- économiques". Electronic Thesis or Diss., Limoges, 2024. http://www.theses.fr/2024LIMO0023.
Texto completo da fonteThe revolution induced by the digital transformation of very small enterprises (VSEs) and small and medium-sized enterprises (SMEs) is unprecedented, driven by the rapid emergence of digital technologies. This change goes far beyond mere tool modernization; it brings about a profound shift in how these businesses interact with their economic and social environment. This thesis argues that this transformation constitutes a strategic process that comprehensively and innovatively integrates digital technologies into all aspects of an organization. It delves into how the digital transformation of traditional VSEs/SMEs can act as a catalyst for territorial economic development, analyzing its socio-economic issues and impacts. By combining qualitative and quantitative approaches, it addresses the issue from various angles, including organizational, managerial, and territorial dimensions. Structured around four distinct axes of analysis, this thesis through articles examines the strategic aspect of digital transformation and its role in territorial resilience, the management of externalities generated by this transformation, the evolution of the role of leadership, and the impact of using generative AI in data management and decision-making. Beyond the individual findings of the articles, several cross-cutting conclusions emerge from the research, highlighting the growing importance of digitalization for traditional VSEs/SMEs while underscoring the need for a balanced approach between digital tools and human interactions. By integrating a digital evolution of the theory of strategic construction by the business leader developed by Henry Mintzberg, this thesis puts forward recommendations for leaders and institutions. These recommendations aim to promote digital culture, facilitate collaboration, and provide personalized support for the implementation of digital transformation within businesses. Importantly, this approach, by highlighting a different perception of digitalization and digital transformation within the company, fosters the development of ecosystems in perspective with territorial attractiveness. Finally, this thesis aims to assist economic and institutional actors in successfully navigating the digital era by integrating principles of digital sobriety and environmental responsibility into their strategies, while fostering innovation and competitiveness
Ko, Kai-Chung. "Protocol test sequence generation and analysis using AI techniques". Thesis, University of British Columbia, 1990. http://hdl.handle.net/2429/29192.
Texto completo da fonteScience, Faculty of
Computer Science, Department of
Graduate
Strineholm, Philippe. "Exploring Human-Robot Interaction Through Explainable AI Poetry Generation". Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-54606.
Texto completo da fonteYannakakis, Georgios N. "AI in computer games : generating interesting interactive opponents by the use of evolutionary computation". Thesis, University of Edinburgh, 2005. http://hdl.handle.net/1842/879.
Texto completo da fonteThörn, Oscar. "AI Drummer - Using Learning to EnhanceArti cial Drummer Creativity". Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-90637.
Texto completo da fonteSahlin, Jesper, e Victor Olsson. "A Smart Terrain based model for generating behavioural patterns". Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20441.
Texto completo da fonteIn this thesis we present a model for the generation of behaviour patterns for charactersin digital games. In the genre Role-playing games the player is placed in a world filledwith fantastic monsters and brave heroes. In this kind of game the good characters areas important as the evil creatures the player must fight against. What kind of life doesa game character have when not helping the player on adventures? Maybe they live asfishermen on the sea or as farmers in the fields. More likely they live in villages amongstother exciting game characters. We examine what these characters’ daily routines looks likeand look at a technique used for creating their behaviour patterns, Cyclic Scheduling. Thetechnique is used by developers to create schedules that control the behaviour of charactersin games. These schedules have to be created during the game development process andfor bigger games this consumes a lot of time. The model we presents in this thesis uses thetechnique Smart Terrain to automatically generate behaviour patterns thereby reducingthe development time. We discuss how the model can be used in dynamic game worldswhere the developers are unaware of potential changes in the game world.
GUPTA, NIDHI. "AUTOMATIC GENERATION CONTROL OF INTERCONNECTED MULTI AREA POWER SYSTEM". Thesis, DELHI TECHNOLOGICAL UNIVERSITY, 2021. http://dspace.dtu.ac.in:8080/jspui/handle/repository/18414.
Texto completo da fontePOCHET, AXELLE DANY JULIETTE. "MODELING OF GEOBODIES: AI FOR SEISMIC FAULT DETECTION AND ALL-QUADRILATERAL MESH GENERATION". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2018. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=35861@1.
Texto completo da fonteCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE EXCELENCIA ACADEMICA
A exploração segura de reservatórios de petróleo necessita uma boa modelagem numérica dos objetos geológicos da sub superfície, que inclui entre outras etapas: interpretação sísmica e geração de malha. Esta tese apresenta um estudo nessas duas áreas. O primeiro estudo é uma contribuição para interpretação de dados sísmicos, que se baseia na detecção automática de falhas sísmicas usando redes neurais profundas. Em particular, usamos Redes Neurais Convolucionais (RNCs) diretamente sobre mapas de amplitude sísmica, com a particularidade de usar dados sintéticos para treinar a rede com o objetivo final de classificar dados reais. Num segundo estudo, propomos um novo algoritmo para geração de malhas bidimensionais de quadrilaterais para estudos geomecânicos, baseado numa abordagem inovadora do método de quadtree: definimos novos padrões de subdivisão para adaptar a malha de maneira eficiente a qualquer geometria de entrada. As malhas obtidas podem ser usadas para simulações com o Método de Elementos Finitos (MEF).
Safe oil exploration requires good numerical modeling of the subsurface geobodies, which includes among other steps: seismic interpretation and mesh generation. This thesis presents a study in these two areas. The first study is a contribution to data interpretation, examining the possibilities of automatic seismic fault detection using deep learning methods. In particular, we use Convolutional Neural Networks (CNNs) on seismic amplitude maps, with the particularity to use synthetic data for training with the goal to classify real data. In the second study, we propose a new two-dimensional all-quadrilateral meshing algorithm for geomechanical domains, based on an innovative quadtree approach: we define new subdivision patterns to efficiently adapt the mesh to any input geometry. The resulting mesh is suited for Finite Element Method (FEM) simulations.
Jesus, Diana Vaz de. "Apropriação e inserção na contra-arte da geração AI-5 /". São Paulo : [s.n.], 2010. http://hdl.handle.net/11449/86892.
Texto completo da fonteBanca: Sérgio Romagnolo
Banca: Francisco Cabral Alambert Junior
Resumo: Este trabalho tem como objeto de pesquisa obras de artistas brasileiros, que nas décadas de 1960 e 1970 produziram seus trabalhos utilizando como procedimento artístico a apropriação e também a (re) inserção de suas obras no cotidiano. Dentre os que mais se destacaram nesta prática no período estudado, selecionaram-se para análise os artistas: Nelson Leirner, Cildo Meireles e Antonio Manuel. Definindo melhor o conceito de apropriação e retomando a história desse procedimento na arte foi possível fazer um levantamento de questões que este tipo de prática aponta e as mudanças de paradigma que ocasionou. Desde os readymades de Duchamp aos détournement dos situacionistas, a prática da apropriação problematizou questões como a autoria do artista e a própria natureza da arte. Como o suporte de tais obras são objetos do cotidiano, foi também analisada a questão do que definiria um objeto apropriado como obra de arte, tendo como base teórica a definição de arte de Arthur C. Danto (A Transfiguração do lugar-comum). Partindo para a arte brasileira, buscaram-se as primeiras manifestações desta prática para verificar sua adaptação aos ideais de arte nacional. Retomando o contexto sócio-políticoeconômico dos anos 1960 e 1970, em particular o período do AI-5, foi possível analisar se tal contexto influenciou na criação das obras dos artistas analisados. Tendo como referência o termo 'contra-arte' - cunhado pelo crítico Frederico Morais para referir-se à arte da geração AI-5 - verificou-se que esses artistas somaram a contestação política à contestação da própria arte, residindo neste último seu verdadeiro legado
Abstract: The purpose of this work is to research the artwork of Brazilian artists, that in the 60'sand 70's produced their artworks using as artistic procedure the appropriationand also the(re)insertionof theirartworks in the everyday life. Among those whostood out in the researched period, the following artists were chosen: Nelson Leirner, Cildo Meireles e Antonio Manuel. Better defining the concept of appropriationand retaking thehistory of this procedurein the arts,itwas possible to arise questions that this kind of process caused andthe changes in theparadigmthat it brought on. Since Duchamp's readymades until the détournement of the Situationists, the appropriation practice brought problematic situations, as theartist's authorship and the own nature of art. As thesupportfor that artworksare everyday lifeobjects, it was analyzed whatwould defineanappropriated object asan artwork, taking as a theorist reference, the definition of art of ArthurC.Danto (The transfiguration of the commonplace). Forthe Brazilian art, the first manifestations of this kindof art were researchedto see its adaptation to the ideals of national art. Taking into consideration the social,politicaland economic contextof the 60's and 70's mainly theAI-5 period, itwas possible to verify if thatcontext influenced theartwork creation of the researched artists. Having as reference the term 'contra-arte' - created bythe criticFredericoMorais to refer to the art of AI-5 generation,it wasconcluded that those artists added the political contestation to the contestation of the art itself, being the latter their true legacy
Mestre
Jesus, Diana Vaz de [UNESP]. "Apropriação e inserção na contra-arte da geração AI-5". Universidade Estadual Paulista (UNESP), 2010. http://hdl.handle.net/11449/86892.
Texto completo da fonteCoordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Este trabalho tem como objeto de pesquisa obras de artistas brasileiros, que nas décadas de 1960 e 1970 produziram seus trabalhos utilizando como procedimento artístico a apropriação e também a (re) inserção de suas obras no cotidiano. Dentre os que mais se destacaram nesta prática no período estudado, selecionaram-se para análise os artistas: Nelson Leirner, Cildo Meireles e Antonio Manuel. Definindo melhor o conceito de apropriação e retomando a história desse procedimento na arte foi possível fazer um levantamento de questões que este tipo de prática aponta e as mudanças de paradigma que ocasionou. Desde os readymades de Duchamp aos détournement dos situacionistas, a prática da apropriação problematizou questões como a autoria do artista e a própria natureza da arte. Como o suporte de tais obras são objetos do cotidiano, foi também analisada a questão do que definiria um objeto apropriado como obra de arte, tendo como base teórica a definição de arte de Arthur C. Danto (A Transfiguração do lugar-comum). Partindo para a arte brasileira, buscaram-se as primeiras manifestações desta prática para verificar sua adaptação aos ideais de arte nacional. Retomando o contexto sócio-políticoeconômico dos anos 1960 e 1970, em particular o período do AI-5, foi possível analisar se tal contexto influenciou na criação das obras dos artistas analisados. Tendo como referência o termo ‘contra-arte’ - cunhado pelo crítico Frederico Morais para referir-se à arte da geração AI-5 - verificou-se que esses artistas somaram a contestação política à contestação da própria arte, residindo neste último seu verdadeiro legado
The purpose of this work is to research the artwork of Brazilian artists, that in the 60`sand 70´s produced their artworks using as artistic procedure the appropriationand also the(re)insertionof theirartworks in the everyday life. Among those whostood out in the researched period, the following artists were chosen: Nelson Leirner, Cildo Meireles e Antonio Manuel. Better defining the concept of appropriationand retaking thehistory of this procedurein the arts,itwas possible to arise questions that this kind of process caused andthe changes in theparadigmthat it brought on. Since Duchamp´s readymades until the détournement of the Situationists, the appropriation practice brought problematic situations, as theartist`s authorship and the own nature of art. As thesupportfor that artworksare everyday lifeobjects, it was analyzed whatwould defineanappropriated object asan artwork, taking as a theorist reference, the definition of art of ArthurC.Danto (The transfiguration of the commonplace). Forthe Brazilian art, the first manifestations of this kindof art were researchedto see its adaptation to the ideals of national art. Taking into consideration the social,politicaland economic contextof the 60´s and 70´s mainly theAI-5 period, itwas possible to verify if thatcontext influenced theartwork creation of the researched artists. Having as reference the term ‘contra-arte’ – created bythe criticFredericoMorais to refer to the art of AI-5 generation,it wasconcluded that those artists added the political contestation to the contestation of the art itself, being the latter their true legacy
Almkvist, Jimmy. "Empirecraft". Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-41372.
Texto completo da fonteJag har i mitt examensarbete producerat en början av ett flerspelar, voxel, strategi och sandlådespel med avancerad AI. Världen är uppbyggd av voxlar i form av block som både spelaren och andra enheter har möjlighet att påverka och förändra. En värld där varje block följer fysiska lagar för både vätska och fysik. Spelet är designat för flera spelare som strider om områden och resurser med hjälp av sina AI kontrollerade bybor.
Jonsson, Hanna, e Luyolo Mazomba. "Revenue Generation in Data-driven Healthcare : An exploratory study of how big data solutions can be integrated into the Swedish healthcare system". Thesis, Umeå universitet, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-161384.
Texto completo da fonteWen, Tsung-Hsien. "Recurrent neural network language generation for dialogue systems". Thesis, University of Cambridge, 2018. https://www.repository.cam.ac.uk/handle/1810/275648.
Texto completo da fonteBRANCA, GIOVANNI. "Architectures and technologies for quality of service provisioning in next generation networks". Doctoral thesis, Università degli Studi di Cagliari, 2012. http://hdl.handle.net/11584/266146.
Texto completo da fonteNogueira, Yuri Lenon Barbosa. "IntegraÃÃo Mente e Ambiente para a GeraÃÃo de Comportamentos Emergentes em Personagens Virtuais AutÃnomos AtravÃs da EvoluÃÃo de Redes Neurais Artificiais". Universidade Federal do CearÃ, 2014. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=12686.
Texto completo da fonteO senso de imersÃo do usuÃrio em um ambiente virtual requer nÃo somente alta qualidade visual grÃfica, mas tambÃm comportamentos adequados por parte dos personagens virtuais, isto Ã, com movimentos e aÃÃes que correspondam Ãs suas caracterÃsticas fÃsicas e aos eventos que ocorrem em seu meio. Nesse contexto, percebe-se o papel fundamental desempenhado pelo modo como os agentes se comportam em aplicaÃÃes de RV. O problema que permanece em aberto Ã: âComo obter comportamentos autÃnomos naturais e realistas de personagens virtuais?â. Um agente à dito autÃnomo se ele for capaz de gerar suas prÃprias normas (do grego autos, "a si mesmo", e nomos, "norma", "ordem"). Logo, autonomia implica em aÃÃes realizadas por um agente que resultam da estreita interaÃÃo entre suas dinÃmicas internas e os eventos ocorrendo no ambiente ao seu redor, ao invÃs de haver um controle externo ou uma especificaÃÃo de respostas em um plano prÃ-definido. Desse modo, um comportamento autÃnomo deveria refletir os detalhes da associaÃÃo entre o personagem e o ambiente, implicando em uma maior naturalidade e realismo nos movimentos. Assim, chega-se à proposta de que um comportamento à considerado natural se ele mantÃm coerÃncia entre o corpo do personagem e o ambiente ao seu redor. Para um observador externo, tal coerÃncia à percebida como comportamento inteligente. Essa noÃÃo resulta do atual debate, no campo da InteligÃncia Artificial, sobre o significado da inteligÃncia. Baseado nas novas tendÃncias surgidas dessas discussÃes, argumenta-se que o nÃvel de coerÃncia necessÃrio a um comportamento natural apenas pode ser alcanÃado atravÃs de tÃcnicas de emergÃncia. AlÃm da defesa conceitual da abordagem emergentista para a geraÃÃo de comportamento de personagens virtuais, este estudo apresenta novas tÃcnicas para a implementaÃÃo dessas ideias. Entre as contribuiÃÃes, està a proposta de um novo processo de codificaÃÃo e evoluÃÃo de Redes Neurais Artificiais que permite o desenvolvimento de controladores para explorar as possibilidades da geraÃÃo de comportamentos por emergÃncia. TambÃm à explorada a evoluÃÃo sem objetivo, atravÃs da simulaÃÃo da reproduÃÃo sexuada de personagens. Para validar a tese, foram desenvolvidos experimentos envolvendo um robà virtual. Os resultados apresentados mostram que a auto-organizaÃÃo de um sistema à de fato capaz de produzir um acoplamento Ãntimo entre agente e ambiente. Como consequÃncia da abordagem adotada, foram obtidos comportamentos bastante coerentes com as capacidades dos personagens e as condiÃÃes ambientais, com ou sem descriÃÃo de objetivos. Os mÃtodos propostos se mostraram sensÃveis a modificaÃÃes do ambiente e a modificaÃÃes no sensoriamento do robÃ, comprovando robustez ao gerar cÃrtices visuais funcionais, seja com sensores de proximidade, seja com cÃmeras virtuais, interpretando seus pixels. Ressalta-se tambÃm a geraÃÃo de diferentes tipos de comportamentos interessantes, sem qualquer descriÃÃo de objetivos, nos experimentos envolvendo reproduÃÃo simulada.
The userâs sense of immersion requires not only high visual quality of the virtual environment, but also accurate simulations of dynamics to ensure the reliability of the experience. In this context, the way the characters behave in a virtual environment plays a fundamental role. The problem that remains open is: âWhat needs to be done for autonomous virtual characters to display natural/realistic behaviors?â. A behavior is considered autonomous when the actions performed by the agent result from a close interaction between its internal dynamics and the circumstantial events in the environment, rather than from external control or specification dictated by a predefined plan. Thus, an autonomous behavior should reflect the details of the association between the character and its environment, resulting in greater naturalness and realistic movements. Therefore, it is proposed that the behavior is considered natural if it maintains coherence between the characterâs body and the environment surrounding it. To an external observer, such coherence is perceived as intelligent behavior. This notion of intelligent behavior arose from a current debate, in the field of Artificial Intelligence, about the meaning of intelligence. Based on the new trends that came out from those discussions, it is argued that the level of coherence required for natural behavior in complex situations can only be achieved through emergence. In addition to the conceptual support of the emergentist approach to generating behavior of virtual characters, this study presents new techniques for implementing those ideas. A contribution of this work is a novel technique for the enconding and evolution of Artificial Neural Networks, which allows the development of controllers to explore the possibilities of generating behaviors through emergence. Evolution without objective description is also explored through the simulation of sexual reproduction of characters. In order to validate the theory, experiments involving a virtual robot were developed. The results show that self-organization of a system is indeed able to produce an intimate coupling between agent and environment. As a consequence of the adopted approach, it were achieved behaviors quite consistent with the characterâs capabilities and environmental conditions, with or without description of objectives. The proposed methods were sensitive to changes in the environment and in the robotâs sensory apparatus, proving robustness on generating functional visual cortices, either with proximity sensors or with virtual cameras, interpreting its pixels. It is also emphasized the generation of different types of interesting behaviors, without any description of objectives, in experiments involving simulated reproduction.
Wickman, Axel. "Exploring feasibility of reinforcement learning flight route planning". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-178314.
Texto completo da fontePANTINI, SARA. "Analysis and modelling of leachate and gas generation at landfill sites focused on mechanically-biologically treated waste". Doctoral thesis, Università degli Studi di Roma "Tor Vergata", 2013. http://hdl.handle.net/2108/203393.
Texto completo da fonteKennell, Jonathan. "Generative Temporal Planning with Complex Processes". 2004. http://hdl.handle.net/1721.1/30472.
Texto completo da fonteHamdi, Abdullah. "Cascading Generative Adversarial Networks for Targeted". Thesis, 2018. http://hdl.handle.net/10754/627557.
Texto completo da fonte(7242737), Pradeep Periasamy. "Generative Adversarial Networks for Lupus Diagnostics". Thesis, 2019.
Encontre o texto completo da fonteBeal, Jacob. "Generating Communications Systems Through Shared Context". 2002. http://hdl.handle.net/1721.1/7079.
Texto completo da fonteFlimmel, Július. "Koevoluce AI a generování levelů do hry Super Mario". Master's thesis, 2020. http://www.nusl.cz/ntk/nusl-435274.
Texto completo da fonteZhong, Sheng-Jun, e 鐘聖鈞. "Study the Use of Image Generation Techniques to Improve the Performance of AI Assisted Diabetic Retinopathy Detection". Thesis, 2019. http://ndltd.ncl.edu.tw/handle/9f7wh3.
Texto completo da fonteCorreia, Bernardo Nunes. "Modeling and Generation of Playable Scenarios Based on Societies of Agents". Master's thesis, 2021. http://hdl.handle.net/10316/96103.
Texto completo da fonteGeração procedimental de conteúdo em videojogos consiste em abordagens algorítmicas à geração de conteúdo de jogos autónoma ou semiautónoma. É utilizada à vários anos como uma forma de diminuir o conteúdo que artistas e designers têm de criar, para os assistir na criação de conteúdo, para diminuir a quantidade de conteúdo que é necessário guardar em memória, e para permitir a possibilidade de jogos que não necessitam de terminar. Vários métodos têm sido desenvolvidos, cada um com as suas vantagens e desvantagens. Métodos baseados em agentes geram conteúdo com a ajuda de, normalmente simples, agentes IA independentes que tomam decisões que afetam o resultado final de alguma maneira. Este trabalho procura criar uma plataforma que utilize sistemas complexos adaptativos de agentes para modelar cenários de jogo. Dois cenários de jogo foram utilizados como prova de conceito. Um deles utiliza o famoso "Game of Life" de Conway, e o segundo uma adaptação do jogo de arcada "Bomberman". Uma interface gráfica do utilizador foi desenvolvida de modo a dar aos utilizadores uma forma de ver, interagir com, e editar a simulação. Uma ferramenta de cocriação baseada em geração procedimental de conteúdo foi também desenvolvida para auxiliar o utilizador na edição da simulação. A ferramenta usa o algoritmo "Wave Function Collapse" para propagar os padrões de uma área selecionada para o resto da grelha de simulação. A arquitetura desenvolvida teve sucesso em dar aos seus utilizadores o controlo necessário para incentivar a exploração dos cenários de jogo desenvolvidos. Tal plataforma poderá ser usada como uma base para o teste e exploração de abordagens de geração procedimental de conteúdo.
Procedural content generation in video games consists of algorithmic approaches to generate game content autonomously or semi-autonomously. It has been used for several years as a way to diminish the authorial burden of artists and designers, to assist them in the creation of the content, to diminish the amount of content needed to be stored in memory, and to enable the possibility of games that do not need to end. Several methods have been developed, each one with its advantages and disadvantages. Agent-based methods generate game artifacts with the help of, often very simplistic, AI agents that independently make decisions that affect the end result in some way. This work aims at creating a platform that utilizes complex adaptive systems of these agents to model game scenarios. Two proof of concept game scenarios were created. One of them used the famous Conway's Game of Life and the other an adaptation of the arcade game "Bomberman". A graphical user interface was developed in order to give users a way to view, interact with, and edit the simulation. A Procedural content generation-based co-creation tool was also developed to further aid the user. The tool uses the Wave Function Collapse algorithm to propagate the pattern style of a selected area to the rest of the simulation grid. The developed architecture is successful in giving the user the control needed to incentivize exploration of the developed game scenarios. Such a platform could be used as a base for the testing and exploration of PCG approaches.