Sökning: "AI"

Visar resultat 1 - 5 av 786 uppsatser innehållade ordet AI.

  1. 1. Maskininlärningsmetoder tillämpade på StarCraft 2 - En undersökning av reinforcement och imitation learning

    Kandidat-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :JONATHAN BERGQVIST; CARL CLAESSON; PONTUS ELIASSON; ADAM GRANDÉN; EDVIN LAM; ARVID LUNDBERG; [2020-10-29]
    Nyckelord :;

    Sammanfattning : Inom artificiell intelligens, som kontinuerligt utvecklas, har maskininlärning tagit en centralroll. Medan regelbaserad AI varit tillräcklig för att lösa grundläggande uppgifter behöverdagens utmaningar mer avancerade metoder. LÄS MER

  2. 2. Clustering and Classification of Time Series in Real-Time Strategy Games - A machine learning approach for mapping StarCraft II games to clusters of game state time series while limited by fog of war

    Kandidat-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :Olof Enström; Fredrik Hagström; John Segerstedt; Fredrik Viberg; Arvid Wartenberg; David Weber Fors; [2020-10-29]
    Nyckelord :Classification problem; Cluster analysis; Hierarchical clustering; Machine learning; Neural network; Random forest; Real-time strategy; StarCraft II; Time series;

    Sammanfattning : Real-time strategy (RTS) games feature vast action spaces and incomplete information,thus requiring lengthy training times for AI-agents to master them at the level of ahuman expert. Based on the inherent complexity and the strategical interplay betweenthe players of an RTS game, it is hypothesized that data sets of played games exhibitclustering properties as a result of the actions made by the players. LÄS MER

  3. 3. Baa! A procedural game based on real-time flocking behaviour

    Kandidat-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :OSKAR GRÖNQVIST; ERIK MAGNUSSON; IBRAHIM NABOULSI; LUCAS NORMAN; MATILDA SJÖBLOM; MY SUNDQVIST; [2020-10-29]
    Nyckelord :flocking behaviour; ai; video-game; unreal engine; sheep;

    Sammanfattning : Simulating the natural movement of large groups of flocking animals has been agrowing field of research within computer science since the 1980’s, largely becauseof its potential in performance optimisation. The purpose of this bachelor’s thesisis to combine this existing research in flocking behaviour with gameplay designand optimisation to create a procedural game with flocking as its main feature. LÄS MER

  4. 4. CORPUS EXPLORATION AND DIALOGUE SYSTEM DESIGN FOR A VIRTUAL LIBRARIAN

    Master-uppsats, Göteborgs universitet / Institutionen för filosofi, lingvistik och vetenskapsteori

    Författare :Xiao Li; [2020-09-01]
    Nyckelord :chatbot; dialogue system; design; modeling; virtual librarian; Rasa;

    Sammanfattning : This thesis is a part of the virtual librarian project for the City Library Gothenburg (Stadsbibliotek Göteborg), which is a public city library. The objective of the project is to develop a virtual librarian using machine learning and AI approaches to replace the current webchat solution to reduce the workload of human librarians and increase satisfaction among the patrons. LÄS MER

  5. 5. INNOVATION DIFFUSION AT SMART EYE - How can Smart Eye influence the rate of diffusion of their product SAIDMS?

    Master-uppsats, Göteborgs universitet/Graduate School

    Författare :Angus Palmberg; [2020-07-23]
    Nyckelord :;

    Sammanfattning : Road accidents cause millions of deaths and cost around 3% of annual GDP for mostcountries every year, 80-90% of which are due to human error. European and Chineseauthorities have put regulations in place, calling for increased use of advanced monitoringsystems which can reduce fatalities and costs associated with road accidents. LÄS MER