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A Unified Framework For Solving Multiagent Task Assignment Problems, Kevin Cousin Dec 2007

A Unified Framework For Solving Multiagent Task Assignment Problems, Kevin Cousin

Theses and Dissertations

Multiagent task assignment problem descriptors do not fully represent the complex interactions in a multiagent domain, and algorithmic solutions vary widely depending on how the domain is represented. This issue is compounded as related research fields contain descriptors that similarly describe multiagent task assignment problems, including complex domain interactions, but generally do not provide the mechanisms needed to solve the multiagent aspect of task assignment. This research presents a unified approach to representing and solving the multiagent task assignment problem for complex problem domains. Ideas central to multiagent task allocation, project scheduling, constraint satisfaction, and coalition formation are combined to …


Parallelization Of Ant Colony Optimization Via Area Of Expertise Learning, Adrian A. De Freitas Sep 2007

Parallelization Of Ant Colony Optimization Via Area Of Expertise Learning, Adrian A. De Freitas

Theses and Dissertations

Ant colony optimization algorithms have long been touted as providing an effective and efficient means of generating high quality solutions to NP-hard optimization problems. Unfortunately, while the structure of the algorithm is easy to parallelize, the nature and amount of communication required for parallel execution has meant that parallel implementations developed suffer from decreased solution quality, slower runtime performance, or both. This thesis explores a new strategy for ant colony parallelization that involves Area of Expertise (AOE) learning. The AOE concept is based on the idea that individual agents tend to gain knowledge of different areas of the search space …


Scaling Ant Colony Optimization With Hierarchical Reinforcement Learning Partitioning, Erik J. Dries Sep 2007

Scaling Ant Colony Optimization With Hierarchical Reinforcement Learning Partitioning, Erik J. Dries

Theses and Dissertations

This research merges the hierarchical reinforcement learning (HRL) domain and the ant colony optimization (ACO) domain. The merger produces a HRL ACO algorithm capable of generating solutions for both domains. This research also provides two specific implementations of the new algorithm: the first a modification to Dietterich's MAXQ-Q HRL algorithm, the second a hierarchical ACO algorithm. These implementations generate faster results, with little to no significant change in the quality of solutions for the tested problem domains. The application of ACO to the MAXQ-Q algorithm replaces the reinforcement learning, Q-learning and SARSA, with the modified ant colony optimization method, Ant-Q. …


An Analysis Of Misclassification Rates For Decision Trees, Mingyu Zhong Jan 2007

An Analysis Of Misclassification Rates For Decision Trees, Mingyu Zhong

Electronic Theses and Dissertations

The decision tree is a well-known methodology for classification and regression. In this dissertation, we focus on the minimization of the misclassification rate for decision tree classifiers. We derive the necessary equations that provide the optimal tree prediction, the estimated risk of the tree's prediction, and the reliability of the tree's risk estimation. We carry out an extensive analysis of the application of Lidstone's law of succession for the estimation of the class probabilities. In contrast to existing research, we not only compute the expected values of the risks but also calculate the corresponding reliability of the risk (measured by …


Observational Intelligence: An Overview Of Computational Actual Entities And Their Use As Agents Of Artificial Intelligence, Brandon Scot Saunders Jan 2007

Observational Intelligence: An Overview Of Computational Actual Entities And Their Use As Agents Of Artificial Intelligence, Brandon Scot Saunders

Theses and Dissertations

This thesis' focus is on the use of Alfred North Whitehead's concept of Actual Entities as a computational tool for computer science and the introduction of a novel usage of Actual Entities as learning agents. Actual Entities are vector based agents that interact within their environment through a process called prehension. It is the combined effect of multiple Actual Entities working within a Colony of Prehending Entities that produces emergent, intelligent behavior. It is not always the case that prehension functions for desired behavior are known beforehand and frequently the functions are too complex to construct by hand. Through the …


Using Machine Learning Techniques To Create Ai Controlled Players For Video Games, Bhuman Soni Jan 2007

Using Machine Learning Techniques To Create Ai Controlled Players For Video Games, Bhuman Soni

Theses : Honours

This study aims to achieve higher replay and entertainment value in a game through human-like AI behaviour in computer controlled characters called bats. In order to achieve that, an artificial intelligence system capable of learning from observation of human player play was developed. The artificial intelligence system makes use of machine learning capabilities to control the state change mechanism of the bot. The implemented system was tested by an audience of gamers and compared against bats controlled by static scripts. The data collected was focused on qualitative aspects of replay and entertainment value of the game and subjected to quantitative …


Point Seeking: A Family Of Dynamic Path Finding Algorithms, Andrew Fanton Jan 2007

Point Seeking: A Family Of Dynamic Path Finding Algorithms, Andrew Fanton

Theses

In the field of Artificial Intelligence, calculating the best route from one point to another, known as “path finding,” has become a common problem. If an agent cannot effectively navigate through an environment – be it real or virtual – it will often not be able to perform even the most routine tasks. For example, a Martian rover can't collect samples if it can't get to them; meanwhile, a computer game is not much of a challenge if your opponents can't find their way around. The problem of path finding has three basic aspects: map representation, path generation, and locomotion. …


Repurposing A Roomba: Evaluating And Training Behavior In A Simple Agent, Donald Samuel Abbott-Mccune Jan 2007

Repurposing A Roomba: Evaluating And Training Behavior In A Simple Agent, Donald Samuel Abbott-Mccune

Theses and Dissertations

Recent attempts to reprogram a Roomba to be used as a simple agent have led to interesting behavior. Observation has shown that the behavior of the Roomba is not only dependent on the precepts of the Roomba, but also relies heavily on the uncontrollable environmental conditions that the Roomba is placed in. Ultimately this makes the Roomba a great platform to test and teach aspects of artificial intelligence. This paper will show how most of the tested environmental conditions are mitigated by a learning agent that will adjust behavior dependent on the precepts that are received.