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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
111

Games and Probabilistic Infinite-State Systems

Sandberg, Sven January 2007 (has links)
<p>Computer programs keep finding their ways into new safety-critical applications, while at the same time growing more complex. This calls for new and better methods to verify the correctness of software. We focus on one approach to verifying systems, namely that of <i>model checking</i>. At first, we investigate two categories of problems related to model checking: <i>games</i> and <i>stochastic infinite-state systems</i>. In the end, we join these two lines of research, by studying <i>stochastic infinite-state games</i>.</p><p>Game theory has been used in verification for a long time. We focus on finite-state 2-player parity and limit-average (mean payoff) games. These problems have applications in model checking for the <i>μ</i>-calculus, one of the most expressive logics for programs. We give a simplified proof of memoryless determinacy. The proof applies <i>both</i> to parity and limit-average games. Moreover, we suggest a strategy improvement algorithm for limit-average games. The algorithm is discrete and strongly subexponential.</p><p>We also consider probabilistic infinite-state systems (Markov chains) induced by three types of models. <i>Lossy channel systems (LCS)</i> have been used to model processes that communicate over an unreliable medium. <i>Petri nets</i> model systems with unboundedly many parallel processes. <i>Noisy Turing machines</i> can model computers where the memory may be corrupted in a stochastic manner. We introduce the notion of <i>eagerness</i> and prove that all these systems are eager. We give a scheme to approximate the value of a reward function defined on paths. Eagerness allows us to prove that the scheme terminates. For probabilistic LCS, we also give an algorithm that approximates the limit-average reward. This quantity describes the long-run behavior of the system.</p><p>Finally, we investigate Büchi games on probabilistic LCS. Such games can be used to model a malicious cracker trying to break a network protocol. We give an algorithm to solve these games.</p>
112

Error-robust coding and transformation of compressed hybered hybrid video streams for packet-switched wireless networks

Halbach, Till January 2004 (has links)
This dissertation considers packet-switched wireless networks for transmission of variable-rate layered hybrid video streams. Target applications are video streaming and broadcasting services. The work can be divided into two main parts. In the first part, a novel quality-scalable scheme based on coefficient refinement and encoder quality constraints is developed as a possible extension to the video coding standard H.264. After a technical introduction to the coding tools of H.264 with the main focus on error resilience features, various quality scalability schemes in previous research are reviewed. Based on this discussion, an encoder decoder framework is designed for an arbitrary number of quality layers, hereby also enabling region-of-interest coding. After that, the performance of the new system is exhaustively tested, showing that the bit rate increase typically encountered with scalable hybrid coding schemes is, for certain coding parameters, only small to moderate. The double- and triple-layer constellations of the framework are shown to perform superior to other systems. The second part considers layered code streams as generated by the scheme of the first part. Various error propagation issues in hybrid streams are discussed, which leads to the definition of a decoder quality constraint and a segmentation of the code stream to transmit. A packetization scheme based on successive source rate consumption is drafted, followed by the formulation of the channel code rate optimization problem for an optimum assignment of available codes to the channel packets. Proper MSE-based error metrics are derived, incorporating the properties of the source signal, a terminate-on-error decoding strategy, error concealment, inter-packet dependencies, and the channel conditions. The Viterbi algorithm is presented as a low-complexity solution to the optimization problem, showing a great adaptivity of the joint source channel coding scheme to the channel conditions. An almost constant image qualiity is achieved, also in mismatch situations, while the overall channel code rate decreases only as little as necessary as the channel quality deteriorates. It is further shown that the variance of code distributions is only small, and that the codes are assigned irregularly to all channel packets. A double-layer constellation of the framework clearly outperforms other schemes with a substantial margin. Keywords — Digital lossy video compression, visual communication, variable bit rate (VBR), SNR scalability, layered image processing, quality layer, hybrid code stream, predictive coding, progressive bit stream, joint source channel coding, fidelity constraint, channel error robustness, resilience, concealment, packet-switched, mobile and wireless ATM, noisy transmission, packet loss, binary symmetric channel, streaming, broadcasting, satellite and radio links, H.264, MPEG-4 AVC, Viterbi, trellis, unequal error protection
113

Games and Probabilistic Infinite-State Systems

Sandberg, Sven January 2007 (has links)
Computer programs keep finding their ways into new safety-critical applications, while at the same time growing more complex. This calls for new and better methods to verify the correctness of software. We focus on one approach to verifying systems, namely that of model checking. At first, we investigate two categories of problems related to model checking: games and stochastic infinite-state systems. In the end, we join these two lines of research, by studying stochastic infinite-state games. Game theory has been used in verification for a long time. We focus on finite-state 2-player parity and limit-average (mean payoff) games. These problems have applications in model checking for the μ-calculus, one of the most expressive logics for programs. We give a simplified proof of memoryless determinacy. The proof applies both to parity and limit-average games. Moreover, we suggest a strategy improvement algorithm for limit-average games. The algorithm is discrete and strongly subexponential. We also consider probabilistic infinite-state systems (Markov chains) induced by three types of models. Lossy channel systems (LCS) have been used to model processes that communicate over an unreliable medium. Petri nets model systems with unboundedly many parallel processes. Noisy Turing machines can model computers where the memory may be corrupted in a stochastic manner. We introduce the notion of eagerness and prove that all these systems are eager. We give a scheme to approximate the value of a reward function defined on paths. Eagerness allows us to prove that the scheme terminates. For probabilistic LCS, we also give an algorithm that approximates the limit-average reward. This quantity describes the long-run behavior of the system. Finally, we investigate Büchi games on probabilistic LCS. Such games can be used to model a malicious cracker trying to break a network protocol. We give an algorithm to solve these games.
114

Méthodes pour la réduction d’attaques actives à passives en cryptographie quantique

Lamontagne, Philippe 12 1900 (has links)
No description available.
115

Uma abordagem evolutiva para geração procedural de níveis em jogos de quebra-cabeças baseados em física / An evolutionary approach for procedural generation of levels in physics-based puzzle games

Lucas Nascimento Ferreira 15 July 2015 (has links)
Na última década diversos algoritmos baseados em busca foram desenvolvidos para a geração de níveis em diferentes tipos de jogos. O espaço de busca para geração de níveis geralmente possui restrições, uma vez que a mecânica de um jogo define regras de factibilidade para os níveis. Em alguns métodos, a avaliação de factibilidade requer uma simulação com um agente inteligente que controla o jogo. Esse processo de avaliação geralmente possui ruído, causado por componentes aleatórios no simulador ou na estratégia do agente. Diversos trabalhos têm utilizado simulação como forma de avaliação de conteúdo, no entanto, nenhum deles discutiu profundamente a presença de ruído neste tipo de abordagem. Assim, esse trabalho apresenta um algoritmo genético capaz de gerar níveis factíveis que são avaliados por um agente inteligente em uma simulação ruidosa. O algoritmo foi aplicado a jogos de quebra-cabeças baseados em física com a mecânica do Angry Birds. Uma representação dos níveis em forma de indivíduos é introduzida, a qual permite que o algoritmo genético os evolua com características diferenciadas. O ruído na função de aptidão é tratado por uma nova abordagem, baseada em uma sistema de cache, que auxilia o algoritmo genético a encontrar boas soluções candidatas. Três conjuntos de experimentos foram realizados para avaliar o algoritmo. O primeiro compara o método de cache proposto com outros métodos de redução de ruído da literatura. O segundo mede a expressividade do algoritmo genético considerando as características estruturais dos níveis gerados. O último avalia os níveis gerados considerando aspectos de design (como dificuldade, imersão e diversão), os quais são medidos por meio de questionários respondidos por jogadores humanos via Internet. Os resultados mostraram que o algoritmo genético foi capaz de gerar níveis distintos que são tão imersíveis quanto níveis produzidos manualmente. Além disso, a abordagem de cache lidou apropriadamente com o ruído nos cálculos de aptidão, permitindo uma correta evolução elitista. / In the last decade several search-based algorithms have been developed for generating levels in different types of games. The search space for level generation is typically constrained once the game mechanics define feasibility rules for the levels. In some methods, evaluating level feasibility requires a simulation with an intelligent agent which plays the game. This evaluation process usually has noise, caused by random components in the simulator or in the agent strategy. Several works have used a simulation for content evaluation, however, none of them have deeply discussed the presence of noise in this kind of approach. Thus, this paper presents a genetic algorithm capable of generating feasible levels that are evaluated by an intelligent agent in a noisy simulation. The algorithm was applied to physics-based puzzle games with the Angry Birds mechanics. A level representation in the form of individuals is introduced, which allows the genetic algorithm to evolve them with distinct characteristics. The fitness function noise is handled by a new approach, based on a cache system, which helps the genetic algorithm finding good candidate solutions. Three sets of experiments were conducted to evaluate the algorithm. The first one compares the proposed cache approach with other noise reduction methods of the literature. The second one measures the expressivity of the genetic algorithm considering the structural characteristics of the levels. The last one evaluates design aspects (such as difficulty, immersion and fun) of the generated levels using questionnaires answered by human players via Internet. Results showed the genetic algorithm was capable of generating distinct levels that are as immersive as levels manually designed. Moreover, the cache approach handled properly the noise in the fitness calculations, allowing a correct elitist evolution.
116

Advances in deep learning methods for speech recognition and understanding

Serdyuk, Dmitriy 10 1900 (has links)
Ce travail expose plusieurs études dans les domaines de la reconnaissance de la parole et compréhension du langage parlé. La compréhension sémantique du langage parlé est un sous-domaine important de l'intelligence artificielle. Le traitement de la parole intéresse depuis longtemps les chercheurs, puisque la parole est une des charactéristiques qui definit l'être humain. Avec le développement du réseau neuronal artificiel, le domaine a connu une évolution rapide à la fois en terme de précision et de perception humaine. Une autre étape importante a été franchie avec le développement d'approches bout en bout. De telles approches permettent une coadaptation de toutes les parties du modèle, ce qui augmente ainsi les performances, et ce qui simplifie la procédure d'entrainement. Les modèles de bout en bout sont devenus réalisables avec la quantité croissante de données disponibles, de ressources informatiques et, surtout, avec de nombreux développements architecturaux innovateurs. Néanmoins, les approches traditionnelles (qui ne sont pas bout en bout) sont toujours pertinentes pour le traitement de la parole en raison des données difficiles dans les environnements bruyants, de la parole avec un accent et de la grande variété de dialectes. Dans le premier travail, nous explorons la reconnaissance de la parole hybride dans des environnements bruyants. Nous proposons de traiter la reconnaissance de la parole, qui fonctionne dans un nouvel environnement composé de différents bruits inconnus, comme une tâche d'adaptation de domaine. Pour cela, nous utilisons la nouvelle technique à l'époque de l'adaptation du domaine antagoniste. En résumé, ces travaux antérieurs proposaient de former des caractéristiques de manière à ce qu'elles soient distinctives pour la tâche principale, mais non-distinctive pour la tâche secondaire. Cette tâche secondaire est conçue pour être la tâche de reconnaissance de domaine. Ainsi, les fonctionnalités entraînées sont invariantes vis-à-vis du domaine considéré. Dans notre travail, nous adoptons cette technique et la modifions pour la tâche de reconnaissance de la parole dans un environnement bruyant. Dans le second travail, nous développons une méthode générale pour la régularisation des réseaux génératif récurrents. Il est connu que les réseaux récurrents ont souvent des difficultés à rester sur le même chemin, lors de la production de sorties longues. Bien qu'il soit possible d'utiliser des réseaux bidirectionnels pour une meilleure traitement de séquences pour l'apprentissage des charactéristiques, qui n'est pas applicable au cas génératif. Nous avons développé un moyen d'améliorer la cohérence de la production de longues séquences avec des réseaux récurrents. Nous proposons un moyen de construire un modèle similaire à un réseau bidirectionnel. L'idée centrale est d'utiliser une perte L2 entre les réseaux récurrents génératifs vers l'avant et vers l'arrière. Nous fournissons une évaluation expérimentale sur une multitude de tâches et d'ensembles de données, y compris la reconnaissance vocale, le sous-titrage d'images et la modélisation du langage. Dans le troisième article, nous étudions la possibilité de développer un identificateur d'intention de bout en bout pour la compréhension du langage parlé. La compréhension sémantique du langage parlé est une étape importante vers le développement d'une intelligence artificielle de type humain. Nous avons vu que les approches de bout en bout montrent des performances élevées sur les tâches, y compris la traduction automatique et la reconnaissance de la parole. Nous nous inspirons des travaux antérieurs pour développer un système de bout en bout pour la reconnaissance de l'intention. / This work presents several studies in the areas of speech recognition and understanding. The semantic speech understanding is an important sub-domain of the broader field of artificial intelligence. Speech processing has had interest from the researchers for long time because language is one of the defining characteristics of a human being. With the development of neural networks, the domain has seen rapid progress both in terms of accuracy and human perception. Another important milestone was achieved with the development of end-to-end approaches. Such approaches allow co-adaptation of all the parts of the model thus increasing the performance, as well as simplifying the training procedure. End-to-end models became feasible with the increasing amount of available data, computational resources, and most importantly with many novel architectural developments. Nevertheless, traditional, non end-to-end, approaches are still relevant for speech processing due to challenging data in noisy environments, accented speech, and high variety of dialects. In the first work, we explore the hybrid speech recognition in noisy environments. We propose to treat the recognition in the unseen noise condition as the domain adaptation task. For this, we use the novel at the time technique of the adversarial domain adaptation. In the nutshell, this prior work proposed to train features in such a way that they are discriminative for the primary task, but non-discriminative for the secondary task. This secondary task is constructed to be the domain recognition task. Thus, the features trained are invariant towards the domain at hand. In our work, we adopt this technique and modify it for the task of noisy speech recognition. In the second work, we develop a general method for regularizing the generative recurrent networks. It is known that the recurrent networks frequently have difficulties staying on same track when generating long outputs. While it is possible to use bi-directional networks for better sequence aggregation for feature learning, it is not applicable for the generative case. We developed a way improve the consistency of generating long sequences with recurrent networks. We propose a way to construct a model similar to bi-directional network. The key insight is to use a soft L2 loss between the forward and the backward generative recurrent networks. We provide experimental evaluation on a multitude of tasks and datasets, including speech recognition, image captioning, and language modeling. In the third paper, we investigate the possibility of developing an end-to-end intent recognizer for spoken language understanding. The semantic spoken language understanding is an important step towards developing a human-like artificial intelligence. We have seen that the end-to-end approaches show high performance on the tasks including machine translation and speech recognition. We draw the inspiration from the prior works to develop an end-to-end system for intent recognition.
117

Zero-Error capacity of quantum channels. / Capacidade Erro-Zero de canais quânticos.

MEDEIROS, Rex Antonio da Costa. 01 August 2018 (has links)
Submitted by Johnny Rodrigues (johnnyrodrigues@ufcg.edu.br) on 2018-08-01T21:11:37Z No. of bitstreams: 1 REX ANTONIO DA COSTA MEDEIROS - TESE PPGEE 2008..pdf: 1089371 bytes, checksum: ea0c95501b938e0d466779a06faaa4f6 (MD5) / Made available in DSpace on 2018-08-01T21:11:37Z (GMT). No. of bitstreams: 1 REX ANTONIO DA COSTA MEDEIROS - TESE PPGEE 2008..pdf: 1089371 bytes, checksum: ea0c95501b938e0d466779a06faaa4f6 (MD5) Previous issue date: 2008-05-09 / Nesta tese, a capacidade erro-zero de canais discretos sem memória é generalizada para canais quânticos. Uma nova capacidade para a transmissão de informação clássica através de canais quânticos é proposta. A capacidade erro-zero de canais quânticos (CEZQ) é definida como sendo a máxima quantidade de informação por uso do canal que pode ser enviada através de um canal quântico ruidoso, considerando uma probabilidade de erro igual a zero. O protocolo de comunicação restringe palavras-código a produtos tensoriais de estados quânticos de entrada, enquanto que medições coletivas entre várias saídas do canal são permitidas. Portanto, o protocolo empregado é similar ao protocolo de Holevo-Schumacher-Westmoreland. O problema de encontrar a CEZQ é reformulado usando elementos da teoria de grafos. Esta definição equivalente é usada para demonstrar propriedades de famílias de estados quânticos e medições que atingem a CEZQ. É mostrado que a capacidade de um canal quântico num espaço de Hilbert de dimensão d pode sempre ser alcançada usando famílias compostas de, no máximo,d estados puros. Com relação às medições, demonstra-se que medições coletivas de von Neumann são necessárias e suficientes para alcançar a capacidade. É discutido se a CEZQ é uma generalização não trivial da capacidade erro-zero clássica. O termo não trivial refere-se a existência de canais quânticos para os quais a CEZQ só pode ser alcançada através de famílias de estados quânticos não-ortogonais e usando códigos de comprimento maior ou igual a dois. É investigada a CEZQ de alguns canais quânticos. É mostrado que o problema de calcular a CEZQ de canais clássicos-quânticos é puramente clássico. Em particular, é exibido um canal quântico para o qual conjectura-se que a CEZQ só pode ser alcançada usando uma família de estados quânticos não-ortogonais. Se a conjectura é verdadeira, é possível calcular o valor exato da capacidade e construir um código de bloco quântico que alcança a capacidade. Finalmente, é demonstrado que a CEZQ é limitada superiormente pela capacidade de Holevo-Schumacher-Westmoreland.

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