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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

Aprendizado por esforço aplicado ao combate em jogos eletrônicos de estratégia em tempo real

Botelho Neto, Gutenberg Pessoa 28 March 2014 (has links)
Made available in DSpace on 2015-05-14T12:36:51Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 4482656 bytes, checksum: 11b85e413d691749edd8d5be0d8f56d4 (MD5) Previous issue date: 2014-03-28 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Electronic games and, in particular, real-time strategy (RTS) games, are increasingly seen as viable and important fields for artificial intelligence research because of commonly held characteristics, like the presence of complex environments, usually dynamic and with multiple agents. In commercial RTS games, the computer behavior is mostly designed with simple ad hoc, static techniques that require manual definition of actions and leave the agent unable to adapt to the various situations it may find. This approach, besides being lengthy and error-prone, makes the game relatively predictable after some time, allowing the human player to eventually discover the strategy used by the computer and develop an optimal way of countering it. Using machine learning techniques like reinforcement learning is a way of trying to avoid this predictability, allowing the computer to evaluate the situations that occur during the games, learning with these situations and improving its behavior over time, being able to choose autonomously and dynamically the best action when needed. This work proposes a modeling for the use of SARSA, a reinforcement learning technique, applied to combat situations in RTS games, with the goal of allowing the computer to better perform in this fundamental area for achieving victory in an RTS game. Several tests were made with various game situations and the agent applying the proposed modeling, facing the game's default AI opponent, was able to improve its performance in all of them, developing knowledge about the best actions to choose for the various possible game states and using this knowledge in an efficient way to obtain better results in later games / Jogos eletrônicos e, em especial, jogos de estratégia em tempo real (RTS), são cada vez mais vistos como campos viáveis e importantes para pesquisas de inteligência artificial por possuírem características interessantes para a área, como a presença de ambientes complexos, muitas vezes dinâmicos e com múltiplos agentes. Nos jogos RTS comerciais, o comportamento do computador é geralmente definido a partir de técnicas ad hoc simples e estáticas, com a necessidade de definição manual de ações e a incapacidade de adaptação às situações encontradas. Esta abordagem, além de demorada e propícia a erros, faz com que o jogo se torne relativamente previsível após algum tempo, permitindo ao jogador eventualmente descobrir a estratégia utilizada pelo computador e desenvolver uma forma ótima de enfrentá-lo. Uma maneira de tentar combater esta previsibilidade consiste na utilização de técnicas de aprendizagem de máquina, mais especificamente do aprendizado por reforço, para permitir ao computador avaliar as situações ocorridas durante as partidas, aprendendo com estas situações e aprimorando seu conhecimento ao longo do tempo, sendo capaz de escolher de maneira autônoma e dinâmica a melhor ação quando necessário. Este trabalho propõe uma modelagem para a utilização de SARSA, uma técnica do aprendizado por reforço, aplicada a situações de combate em jogos RTS, com o objetivo de fazer com o que o computador possa se portar de maneira mais adequada nessa área, uma das mais fundamentais para a busca da vitória em um jogo RTS. Nos testes realizados em diversas situações de jogo, o agente aplicando a modelagem proposta, enfrentando o oponente padrão controlado pela IA do jogo, foi sempre capaz de melhorar seus resultados ao longo do tempo, obtendo conhecimento acerca das melhores ações a serem tomadas a cada momento decisório e aproveitando esse conhecimento nas suas partidas futuras
2

Prediction of Protein-Protein Interactions Using Deep Learning Techniques

Soleymani, Farzan 24 April 2023 (has links)
Proteins are considered the primary actors in living organisms. Proteins mainly perform their functions by interacting with other proteins. Protein-protein interactions underpin various biological activities such as metabolic cycles, signal transduction, and immune response. PPI identification has been addressed by various experimental methods such as the yeast two-hybrid, mass spectrometry, and protein microarrays, to mention a few. However, due to the sheer number of proteins, experimental methods for finding interacting and non-interacting protein pairs are time-consuming and costly. Therefore a sequence-based framework called ProtInteract is developed to predict protein-protein interaction. ProtInteract comprises two components: first, a novel autoencoder architecture that encodes each protein's primary structure to a lower-dimensional vector while preserving its underlying sequential pattern by extracting uncorrelated attributes and more expressive descriptors. This leads to faster training of the second network, a deep convolutional neural network (CNN) that receives encoded proteins and predicts their interaction. Three different scenarios formulate the prediction task. In each scenario, the deep CNN predicts the class of a given encoded protein pair. Each class indicates different ranges of confidence scores corresponding to the probability of whether a predicted interaction occurs or not. The proposed framework features significantly low computational complexity and relatively fast response. The present study makes two significant contributions to the field of protein-protein interaction (PPI) prediction. Firstly, it addresses the computational challenges posed by the high dimensionality of protein datasets through the use of dimensionality reduction techniques, which extract highly informative sequence attributes. Secondly, the proposed framework, ProtInteract, utilises this information to identify the interaction characteristics of a protein based on its amino acid configuration. ProtInteract encodes the protein's primary structure into a lower-dimensional vector space, thereby reducing the computational complexity of PPI prediction. Our results provide evidence of the proposed framework's accuracy and efficiency in predicting protein-protein interactions.

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