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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.
1

A New Distributed QoS Routing Algorithm Based on Fano's Method

Deb, S.S., Woodward, Mike E. January 2005 (has links)
No / Providing a guaranteed quality-of-service (QoS) is essential to many real-time applications. The existing distributed QoS routing algorithms are based on either shortest path or flooding and both tend to have high message overhead. A new distributed unicast QoS routing algorithm based on Fano¿s decoding method is studied. Fano¿s decoding method is a technique used in error control coding and it attempts to trace an optimal path probabilistically. The similarity of various aspects of Fano¿s decoding method to a QoS routing algorithm and the benefits it can provide encourages us to investigate the possibility of using it in QoS routing. This is the first known attempt to modify an error control technique using Fano¿s decoding method for the purpose of QoS routing in fixed wired networks. Simulation results demonstrate the effectiveness of the proposed algorithm in terms of message overhead and success ratio (% of paths obtained that satisfy the given QoS constraints). It is shown that the message overhead in the proposed algorithm is reduced compared to flooding based algorithms while maintaining a similar success ratio. Message overhead is also reduced compared to distance vector based algorithms for all but very sparsely connected networks, while success ratio is not compromised. Nodal storage is also considerably lower than for most other contemporary QoS routing algorithms.
2

Teorie grafů - implementace vybraných problémů / Graph theory - implementation of selected problems

Stráník, František January 2009 (has links)
This work is intended on identification with basic problems from the graphs theory area. There are the basic conceptions as well more complicated problems described. The one part of this work is specialized in working of individual types of graphs. It starts with single linked list through double linked list after as much as trees which represented the simplest graphs textures. The other part of this work devotes to the whole graph and describes more complicated problems and their resolution from the theory graphs area. Among these problems belongs to searching in graphs help by Depth First Search and Breadth First Search methods. Then searching the shortest way help by the specific algorithms as are: Dijkstra´s algorithm, Floyd-Warshall´s algorithm and Bellman-Ford´s algorithm. The last part is devoted to problems with searching minimal frames of graphs with usage Kruskal´s algorithm, Jarnik´s algorithm and Boruvka´s algorithm methods.
3

Energy-Efficient Multiple-Word Montgomery Modular Multiplier

Chen, Chia-Wen 25 July 2012 (has links)
Nowadays, Internet plays an indispensable role in human lives. People use Internet to search information, transmit data, download ?le, and so on. The data transformed to the composed digital signal by ¡¦0¡¦ and ¡¦1¡¦ are transmitted on Internet . However, Internet is open and unreliable, data may be stolen from the other people if they are not encrypted. In order to ensure the security and secret of data, the cryptosystem is very important. RSA is a famous public-key cryptosystem, and it has easy concept and high security. It needs a lot of modular exponentiations while encryption or decryption. The key length of RSA is always larger than 1024 bits to ensure the high security. In order to achieve real time transmission, we have to speed up the RSA cryptosystem. Therefore, it must be implemented on hardware. In RSA cryptosystem, modular exponentiation is the only operation. Modular exponentiation is based on modular multiplications. Montgomery¡¦s Algorithm used simple additions and shifts to implement the complex modular multiplication. Because the key length is usually larger than 1024 bits, some signals have a lot of fan-outs in hardware architecture. Therefore, the signals have to connect buffers to achieve enough driving ability. But, it may lead to longer delay time and more power consumption. So, Tenca et al. proposed a Multiple Word Montgomery Algorithm to improve the problem of fan-out. Recently, Huang et al. proposed an algorithm which can reduce data dependency of Tenca¡¦s algorithm. This research is based on the architecture of Huang¡¦s algorithm and detects the redundant operations. Then, we block the unnecessary signals to reduce the switch activities. Besides, we use low power shift register to reduce the power consumption of shift register. Experimental results show that our design is useful on decreasing power consumption.
4

Predicting Plans and Actions in Two-Player Repeated Games

Mathema, Najma 22 September 2020 (has links)
Artificial intelligence (AI) agents will need to interact with both other AI agents and humans. One way to enable effective interaction is to create models of associates to help to predict the modeled agents' actions, plans, and intentions. If AI agents are able to predict what other agents in their environment will be doing in the future and can understand the intentions of these other agents, the AI agents can use these predictions in their planning, decision-making and assessing their own potential. Prior work [13, 14] introduced the S# algorithm, which is designed as a robust algorithm for many two-player repeated games (RGs) to enable cooperation among players. Because S# generates actions, has (internal) experts that seek to accomplish an internal intent, and associates plans with each expert, it is a useful algorithm for exploring intent, plan, and action in RGs. This thesis presents a graphical Bayesian model for predicting actions, plans, and intents of an S# agent. The same model is also used to predict human action. The actions, plans and intentions associated with each S# expert are (a) identified from the literature and (b) grouped by expert type. The Bayesian model then uses its transition probabilities to predict the action and expert type from observing human or S# play. Two techniques were explored for translating probability distributions into specific predictions: Maximum A Posteriori (MAP) and Aggregation approach. The Bayesian model was evaluated for three RGs (Prisoners Dilemma, Chicken and Alternator) as follows. Prediction accuracy of the model was compared to predictions from machine learning models (J48, Multi layer perceptron and Random Forest) as well as from the fixed strategies presented in [20]. Prediction accuracy was obtained by comparing the model's predictions against the actual player's actions. Accuracy for plan and intent prediction was measured by comparing predictions to the actual plans and intents followed by the S# agent. Since the plans and the intents of human players were not recorded in the dataset, this thesis does not measure the accuracy of the Bayesian model against actual human plans and intents. Results show that the Bayesian model effectively models the actions, plans, and intents of the S# algorithm across the various games. Additionally, the Bayesian model outperforms other methods for predicting human actions. When the games do not allow players to communicate using so-called cheaptalk, the MAP-based predictions are significantly better than Aggregation-based predictions. There is no significant difference in the performance of MAP-based and Aggregation-based predictions for modeling human behavior when cheaptalk is allowed, except in the game of Chicken.
5

GERAÇÃO PROCEDURAL DE CENÁRIOS 3D DE CÂNIONS COM FOCO EM JOGOS DIGITAIS / GERAÇÃO PROCEDURAL DE CENÁRIOS 3D DE CÂNIONS COM FOCO EM JOGOS DIGITAIS / PROCEDURAL GENERATION OF 3D SCENES FEATURING CANYONS FOCUSED ON DIGITAL GAMES / PROCEDURAL GENERATION OF 3D SCENES FEATURING CANYONS FOCUSED ON DIGITAL GAMES

Carli, Daniel Michelon de 05 March 2012 (has links)
This Master s thesis proposes a non-assisted procedural method for 3D canyons scenes generation based on techniques of computer graphics, computer vision and graph search algorithm. In order to define all the features to be reproduced in our scenes, we have analyzed several images of real canyons and have categorized them in two canyon features models: a recursive and an ordinary one. The proposed approach manipulates a heightmap, created using Perlin noise, in order to imitate the geological features formation previously analyzed. Several parametrizations are used to guide and constraint the generation of terrains, canyons features, course of river, plain areas, soft slope regions, cliffs and plateaus. This work also uses the Mean Shift algorithm as mechanism of segmentation to define regions of interest. A binary mask, with plain areas, is defined based on a threshold operation by a given data set provided by the Mean Shift algorithm. Thereafter a connected-component labeling algorithm is executed using the previously binary mask. This algorithm finds all plains centroids. Right after that, the Dijkstra s algorithm is performed in order to connect all plain areas, creating a valid path between the centroids. The Dijkstra s algorithm is executed again to define the river s course. Finally, a Gaussian smoothing operation is applied to interpolate the soft slope regions. The combination of all those techniques produces as a result automatically generated feature-rich canyons. / Esta dissertação propõe um método procedural não assistido, baseado em técnicas de computação gráfica, visão computacional e busca em grafos, para a geração de cenários 3D de cânions com foco em jogos digitais. Para definir as características a serem reproduzidas, foram analisadas diversas imagens de cânions reais chegando-se em dois modelos, um comum e outro recursivo. A abordagem proposta manipula um reticulado gerado com ruído de Perlin, moldando assim as características inerentes a essa formação geológica. São levadas em conta as diversas parametrizações necessárias para permitir que o algoritmo construa cânions com curso de rio, áreas de planícies, regiões de encosta suave, estruturas de penhascos e, por fim, planaltos nas regiões mais altas. Para atingir o resultado final, o trabalho utiliza o algoritmo Mean Shift como mecanismo de segmentação, definindo dados e regiões de interesse. Munido dos dados do algoritmo de clusterizacao, é definido um limiar para a criação de uma máscara binária com a definição das planícies. Em um segundo momento, um algoritmo de rotulação de componentes conectados é executado, extraindo-se os centróides de cada planície. Por sua vez, o algoritmo de Dijkstra encaixa-se na definição de rotas que conectam estas planícies. O algoritmo de Dijkstra é, então, executado novamente, tendo por base uma função de custo de inclinação, para definir o curso do rio. Por fim, uma filtragem espacial baseada em um filtro Gaussiano é aplicada para interpolar as regiões de encostas de declive suave. A combinação dessas técnicas gera terrenos com grande variabilidade e com as características inerentes à formação geológica de cânions.
6

Sistemas de equações polinomiais e base de Gröbner

Vilanova, Fábio Fontes 10 April 2015 (has links)
The main objective of this dissertation is to present an algebraic method capable of determining a solution, if any, of a non linear polynomial equation systems using Gröbner basis. In order to accomplish that, we first present some concepts and theorems linked to polynomial rings with several undetermined and monomial ideals where we highlight the division extended algorithm, the Hilbert Basis and the Buchberger´s algorithm. Beyond that, using basics of Elimination and Extension Theorems, we present an algebraic solution to the map coloring that use 3 colors as well as a general solution to the Sudoku puzzle. / O objetivo principal desse trabalho é, usando bases de Gröbner, apresentar um método algébrico capaz de determinar a solução, quando existir, de sistemas de equações polinomiais não necessariamente lineares. Para tanto, necessitamos inicialmente apresentar alguns conceitos e teoremas ligados a anéis de polinômios com várias indeterminadas e de ideais monomiais, dentre os quais destacamos o algoritmo extendido da divisão, o teorema da Base de Hilbert e o algoritmo de Buchberger. Além disso, usando noções básicas da Teoria de eliminação e extensão, apresentamos uma solução algébrica para o problema da coloração de mapas usando três cores, bem como um solução geral para o puzzle Sudoku.
7

Metody sumarizace textových dokumentů / Methods of Text Document Summarization

Pokorný, Lubomír January 2012 (has links)
This thesis deals with one-document summarization of text data. Part of it is devoted to data preparation, mainly to the normalization. Listed are some of the stemming algorithms and it contains also description of lemmatization. The main part is devoted to Luhn"s method for summarization and its extension of use WordNet dictionary. Oswald summarization method is described and applied as well. Designed and implemented application performs automatic generation of abstracts using these methods. A set of experiments where developed, which verified correct functionality of the application and of extension of Luhn"s summarization method too.

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