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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.
11

Closed and Open World Multi-shot Person Re-identification / Ré-identification de personnes à partir de multiples images dans le cadre de bases d'identités fermées et ouvertes

Chan-Lang, Solène 06 December 2017 (has links)
Dans cette thèse, nous nous sommes intéressés au problème de la ré-identification de personnes dans le cadre de bases d'identités ouvertes. Ré-identifier une personne suppose qu'elle a déjà été identifiée auparavant. La galerie fait référence aux identités connues. Dans le cas de bases d'identités ouvertes, la galerie ne contient pas toutes les identités possibles. Ainsi une personne requête peut être une des personnes de la galerie, mais peut aussi ne pas être présente dans la galerie. Ré-identifier en base ouverte consiste donc non seulement à ranger par ordre de similarité les identités galeries les plus semblables à la personne requête mais également à rejeter les personnes requêtes si elles ne correspondent à aucune personne de la galerie. Une de nos contributions, COPReV, s'appuie exclusivement sur des contraintes de vérification afin d'apprendre une projection des descripteurs telle que la distance entre les descripteurs d'une même personne soit inférieure à un seuil et que la distance entre les descripteurs de deux personnes distinctes soit supérieure au même seuil. Nos autres contributions se basent sur des méthodes parcimonieuses collaboratives qui sont performantes pour résoudre des tâches de classement. Nous proposons d'améliorer ces méthodes en introduisant un aspect vérification grâce à une collaboration élargie. De plus, une variante bidirectionnelle de cette approche la rend encore plus robuste et donne des résultats meilleurs que les autres approches actuelles de l'état de l'art dans le cadre de la ré-identification de personne en base d'identités ouverte. / In this thesis we tackle the open world person re-identification task in which the people we want to re-identify (probe) might not appear in the database of known identities (gallery). For a given probe person, the goal is to find out whether he is present in the gallery or not and if so, who he is. Our first contribution is based on a verification formulation of the problem. A linear transformation of the features is learnt so that the distance between features of the same person are below a threshold and that of distinct people are above that same threshold so that it is easy to determine whether two sets of images represent the same person or not. Our other contributions are based on collaborative sparse representations. A usual way to use collaborative sparse representation for re-identification is to approximate the feature of a probe image by a sparse linear combination of gallery elements, where all the known identities collaborate but only the most similar elements are selected. Gallery identities are then ranked according to how much they contributed to the approximation. We propose to enhance the collaborative aspect so that collaborative sparse representations can be used not only as a ranking tool but also as a detection tool which rejects wrong matches. A bidirectional variant gives even more robust results by taking into account the fact that a good match is a match where there is a reciprocal relation in which both the probe and the gallery identities consider the other one as a good match. COPReV shows average performances but bidirectional collaboration enhanced sparse representation method outperforms state-of-the-art methods for open world scenarios.
12

Procedurální generování voxelových modelů / Procedural Generation of Voxel Models

Hypeš, Tomáš January 2019 (has links)
This thesis deals with procedural generation techniques and its use in the creation of voxel models. The techniques that have been used are Perlin Noise, Voronoi diagram, L-systems etc. This knowledge is then used to create a world generator for computer game with open world. This game provides players with the ability to modify this world and use its creativity, for example, in building construction. The game, however, will not give to the player all options for free, but for example for build, he or she will first have to find and mine the material. The game has been written in programming language C++ with the use of libraries Boost, SDL and OpenGL.
13

Breaking down a videogame level´s design: Deconstruction of the narrative in The Witcher III: The wild hunt

Toumpoulidis, Charalampos January 2023 (has links)
This master's thesis aims to investigate the narrative components inherent in open-world games. In this thesis, we will extract the narrative part of a game,analyze it, and compare the narrative part with other game design elements. The focus will be on the game "The Witcher III: The Wild Hunt," with specific portions of the game studied using AutoCAD and in-game playthroughs to extract data relating to narrative components such as items, characters, and locales. Data such as buildings, cities and objects referring to main-quest, sidequest, random interaction, cutscenes-storytelling, object interaction, and recurring characters are generated from the open-world game The Witcher III:The Wild Hunt using AutoCAD. Objects are used to mark narrative components during gameplay, and these elements will be exported into Excel for analysis using Tableau. The results of the research will be coupled with other parts of the level design. The collected data will be evaluated with Tableau, and a comparative study between the narrative part and the game-level design part has been conducted to uncover patterns and trends in the open-world game. This study investigates the narrative components found in the game world, examining their importance on various scales and their relationships with other game mechanics. According to the research, item interactions become more significant on the third floor and in larger cities, whereas cut scenes and narration are more common in big cities and on the first floor of buildings. The study also emphasizes the connection between main quests and side quests, indicating their strong relationship to the game's overarching story. The use of side missions, which frequently entail interacting with city objects, becomes increasingly important for encouraging player exploration. The study emphasizes the need for game designers to tailor their use of narrative components to the scale and context of each gaming setting, ultimately helping them to possibly create more immersive and engaging game worlds.
14

Emergent Gameplay and the Affordance of Features in Open-World Video Game Environments / Framväxande spelstil och hur miljön påverkar i öppna spelvärldar

Nur Fauzan, Harits January 2023 (has links)
There has been a noticeable increase in people’s interest in open-world games, especially those that incorporate emergent gameplay. Emergent gameplay refers to activities performed by players to create properties that cannot be created without the interaction of multiple game components. While it is evident that emergent gameplay can arise from the interaction between multiple game components, the role of the environment in influencing its occurrence remains unclear. Therefore, this study aims to identify the role of the environment by utilizing the concept of affordance, which explains the relationship between how an actor interacts with an environment. To gather insights, a small open-world game prototype was developed to collect gameplay data from players, who were interviewed upon testing the prototype. A thematic analysis was conducted to gain insights from the interview data, which was complemented by visualizing the players’ gameplay data. The analysis results indicate that the occurrence of emergent gameplay can be enhanced by concealing the affordance and signifiers of the environment. Additionally, the environment acts as an extension of the players’ interaction space when the players can only interact with the environment through other game mechanics. / Det har varit ett märkbart ökat intresse för spel med öppna världar, särskilt de som inkluderar emergent gameplay. Emergent gameplay avser aktiviteter som spelare utför för att skapa egenskaper som inte kan skapas utan interaktion mellan flera olika spelkomponenter. Även om det är tydligt att emergent gameplay kan uppstå genom interaktionen mellan flera spelkomponenter, så är rollen som miljön spelar för att påverka dess förekomst fortfarande oklar. Därför syftar denna studie till att identifiera miljöns roll genom att utnyttja begreppet "affordance", vilket förklarar förhållandet mellan hur en aktör interagerar med en miljö. För att samla insikter utvecklades en liten prototyp av ett spel med en öppen värld för att samla in gameplay-data från spelare som intervjuades efter att ha testat prototypen. En tematisk analys genomfördes för att få insikter från intervjumaterialet, som kompletterades med en visualisering av spelarnas gameplay-data. Analysresultaten indikerar att förekomsten av emergent gameplay kan förbättras genom att dölja affordance och tecken i miljön. Dessutom fungerar miljön som en förlängning av spelarnas interaktionsutrymme när spelarna endast kan interagera med miljön genom annan spelmekanik.
15

Lifesigns: Successful Storytelling in Open-World Games

Perkins, Kyle Eric 03 December 2010 (has links)
No description available.
16

Achieving Autonomic Web Service Compositions with Models at Runtime

Alférez Salinas, Germán Harvey 26 December 2013 (has links)
Over the last years, Web services have become increasingly popular. It is because they allow businesses to share data and business process (BP) logic through a programmatic interface across networks. In order to reach the full potential of Web services, they can be combined to achieve specifi c functionalities. Web services run in complex contexts where arising events may compromise the quality of the system (e.g. a sudden security attack). As a result, it is desirable to count on mechanisms to adapt Web service compositions (or simply called service compositions) according to problematic events in the context. Since critical systems may require prompt responses, manual adaptations are unfeasible in large and intricate service compositions. Thus, it is suitable to have autonomic mechanisms to guide their self-adaptation. One way to achieve this is by implementing variability constructs at the language level. However, this approach may become tedious, difficult to manage, and error-prone as the number of con figurations for the service composition grows. The goal of this thesis is to provide a model-driven framework to guide autonomic adjustments of context-aware service compositions. This framework spans over design time and runtime to face arising known and unknown context events (i.e., foreseen and unforeseen at design time) in the close and open worlds respectively. At design time, we propose a methodology for creating the models that guide autonomic changes. Since Service-Oriented Architecture (SOA) lacks support for systematic reuse of service operations, we represent service operations as Software Product Line (SPL) features in a variability model. As a result, our approach can support the construction of service composition families in mass production-environments. In order to reach optimum adaptations, the variability model and its possible con figurations are verifi ed at design time using Constraint Programming (CP). At runtime, when problematic events arise in the context, the variability model is leveraged for guiding autonomic changes of the service composition. The activation and deactivation of features in the variability model result in changes in a composition model that abstracts the underlying service composition. Changes in the variability model are refl ected into the service composition by adding or removing fragments of Business Process Execution Language (WS-BPEL) code, which are deployed at runtime. Model-driven strategies guide the safe migration of running service composition instances. Under the closed-world assumption, the possible context events are fully known at design time. These events will eventually trigger the dynamic adaptation of the service composition. Nevertheless, it is diffi cult to foresee all the possible situations arising in uncertain contexts where service compositions run. Therefore, we extend our framework to cover the dynamic evolution of service compositions to deal with unexpected events in the open world. If model adaptations cannot solve uncertainty, the supporting models self-evolve according to abstract tactics that preserve expected requirements. / Alférez Salinas, GH. (2013). Achieving Autonomic Web Service Compositions with Models at Runtime [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/34672 / TESIS
17

DEEP LEARNING BASED MODELS FOR NOVELTY ADAPTATION IN AUTONOMOUS MULTI-AGENT SYSTEMS

Marina Wagdy Wadea Haliem (13121685) 20 July 2022 (has links)
<p>Autonomous systems are often deployed in dynamic environments and are challenged with unexpected changes (novelties) in the environments where they receive novel data that was not seen during training. Given the uncertainty, they should be able to operate without (or with limited) human intervention and they are expected to (1) Adapt to such changes while still being effective and efficient in performing their multiple tasks. The system should be able to provide continuous availability of its critical functionalities. (2) Make informed decisions independently from any central authority. (3) Be Cognitive: learns the new context, its possible actions, and be rich in knowledge discovery through mining and pattern recognition. (4) Be Reflexive: reacts to novel unknown data as well as to security threats without terminating on-going critical missions. These characteristics combine to create the workflow of autonomous decision-making process in multi-agent environments (i.e.,) any action taken by the system must go through these characteristic models to autonomously make an ideal decision based on the situation. </p> <p><br></p> <p>In this dissertation, we propose novel learning-based models to enhance the decision-making process in autonomous multi-agent systems where agents are able to detect novelties (i.e., unexpected changes in the environment), and adapt to it in a timely manner. For this purpose, we explore two complex and highly dynamic domains </p> <p>(1) Transportation Networks (e.g., Ridesharing application): where we develop AdaPool: a novel distributed diurnal-adaptive decision-making framework for multi-agent autonomous vehicles using model-free deep reinforcement learning and change point detection. (2) Multi-agent games (e.g., Monopoly): for which we propose a hybrid approach that combines deep reinforcement learning (for frequent but complex decisions) with a fixed-policy approach (for infrequent but straightforward decisions) to facilitate decision-making and it is also adaptive to novelties. (3) Further, we present a domain agnostic approach for decision making without prior knowledge in dynamic environments using Bootstrapped DQN. Finally, to enhance security of autonomous multi-agent systems, (4) we develop a machine learning based resilience testing of address randomization moving target defense. Additionally, to further  improve the decision-making process, we present (5) a novel framework for multi-agent deep covering option discovery that is designed to accelerate exploration (which is the first step of decision-making for autonomous agents), by identifying potential collaborative agents and encouraging visiting the under-represented states in their joint observation space. </p>
18

Does the game Genshin Impact follow the 40 second rule for the frequency of points of interest that is used in The Witcher 3?

Krafft, Felix, Wiking, Hugo, Katsoula Johansson, Danai January 2023 (has links)
The open world game The Witcher 3: Wild Hunt (2015) has been proven to follow a 40 second rule when placing points of interest for players to explore. The developers of the game said in an interview that the rule existed, and this was proven by a study made in 2021 by Cojanu and Jaber (2021). The 40 second rule means that whichever direction the player goes in, they will encounter a point of interest within 40 seconds. This study asks the question if Genshin Impact (2020) is following the 40 second rule. The researchers analyzed footage from four YouTube content creators to see if the rule was implemented in the game. It was found that Genshin Impact (2020) follows the 40 second rule since the points of interest were about 10 seconds apart. How the player decides to play the game slightly impacts the frequency of the points of interest and could be taken into account when testing the 40 seconds rule. It was found that points of interest found were more random at the start of the game and more intentionally found by the player later in the game. / Öppen världs spelet The Witcher 3: Wild Hunt (2015) har visat sig följa en 40 sekunders regel när det gäller placeringen av intressanta platser för spelare att utforska. Spelets utvecklare sa i en intervju att regeln fanns, och detta bevisades genom en studie utförd 2021 av Cojanu och Jaber (2021). Regeln innebär att oavsett vilken riktning spelaren går i så kommer de att stöta på en intressant plats inom 40 sekunder. Denna studie undersöker om Genshin Impact (2020) följer 40 sekunders regeln. Forskarna analyserade videomaterial från fyra YouTube innehållsskapare för att se om regeln implementerades i spelet. Det visades att Genshin Impact (2020) följer 40 sekunders regeln, eftersom de intressanta platserna låg ungefär 10 sekunder ifrån varandra. Hur spelaren väljer att spela spelet påverkar lite grann frekvensen av de intressanta platser och detta kan tas i beaktning när man testar 40 sekunders regeln. Det visade sig att de intressanta platserna var mer slumpmässiga i början av spelet och mer avsiktligt hittade av spelaren senare i spelet.
19

[pt] A ROTA DA APRENDIZAGEM: SERIAM OS GAMES UMA VIA? / [en] THE ROUTE OF LEARNING: WOULD GAMES BE ONE WAY?

LUIS HENRIQUE SFORZIN PAZZINI 13 February 2020 (has links)
[pt] Os games (jogos digitais) estabelecem relação com linguagens de outras mídias e têm a propriedade de manifestar aspectos da vida humana. Constituem um fenômeno da cultura digital que vem se sofisticando cada vez mais e multiplicam o desenvolvimento de inúmeros estilos de design de jogo, produzindo experiências diversificadas através de seus inovadores sistemas de jogabilidade. Logo, os games possuem plasticidade para incorporar diversos fins e, como objeto cultural, atraem diferentes segmentos sociais para explorá-lo, tais como gamers (jogadores), desenvolvedores (indústria) e pesquisadores (acadêmicos). Esta dissertação parte de uma conceituação baseada em elementos compartilhados pelo campo cultural dos games e se apropria da análise crítica sobre a gamificação para investigar se um game do estilo de design mundo aberto possibilita mediação de princípios de aprendizagem à luz da abordagem da cognição situada. A pesquisa se fundamenta em evidências obtidas de gamers em processo de interação com o mundo virtual do game. A experimentação lançou mão da captura e análise qualitativa de gameplays. Os procedimentos metodológicos elaborados para análise qualitativa desta investigação resultaram em um roteiro de observação direta em formato de tabela de rubricas, e isso talvez seja a principal contribuição desta dissertação, cujo status epistemológico permite que a construção teórico-metodológica para análise de imagens em movimento desta pesquisa seja útil para investigar se outros estilos de design de game comportam a mediação de princípios de aprendizagem. / [en] Games relate to languages in other media and have the property of manifesting aspects of human life. They are a phenomenon of digital culture that has become increasingly sophisticated and multiply the development of innumerable styles of game design, producing diversified experiences through its innovative gameplay systems. Thus, games have plasticity to incorporate various purposes and, as a cultural object, attract different social segments to exploit it, such as gamers, developers and researchers. This dissertation starts from a conceptualization based on elements shared by the cultural field of the games and appropriates the critical analysis on the gamification to investigate if a game of the open world design style allows mediation of learning principles according to the approach of situated cognition. The research is based on evidence obtained from gamers in the process of interacting with the virtual world of the game. The experimentation used capture and qualitative analysis of gameplays. The methodological procedures developed for the qualitative analysis of this research resulted in a direct observation script in a table format, and this is perhaps the main contribution of this dissertation, whose epistemological status allows the theoretical-methodological construction for video analysis of this research to be useful for investigate whether other game design styles mediate learning principles.

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