3,338 research outputs found

    A multi-agent system for on-the-fly web map generation and spatial conflict resolution

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    RĂ©sumĂ© Internet est devenu un moyen de diffusion de l’information gĂ©ographique par excellence. Il offre de plus en plus de services cartographiques accessibles par des milliers d’internautes Ă  travers le monde. Cependant, la qualitĂ© de ces services doit ĂȘtre amĂ©liorĂ©e, principalement en matiĂšre de personnalisation. A cette fin, il est important que la carte gĂ©nĂ©rĂ©e corresponde autant que possible aux besoins, aux prĂ©fĂ©rences et au contexte de l’utilisateur. Ce but peut ĂȘtre atteint en appliquant les transformations appropriĂ©es, en temps rĂ©el, aux objets de l’espace Ă  chaque cycle de gĂ©nĂ©ration de la carte. L’un des dĂ©fis majeurs de la gĂ©nĂ©ration d’une carte Ă  la volĂ©e est la rĂ©solution des conflits spatiaux qui apparaissent entre les objets, essentiellement Ă  cause de l’espace rĂ©duit des Ă©crans d’affichage. Dans cette thĂšse, nous proposons une nouvelle approche basĂ©e sur la mise en Ɠuvre d’un systĂšme multiagent pour la gĂ©nĂ©ration Ă  la volĂ©e des cartes et la rĂ©solution des conflits spatiaux. Cette approche est basĂ©e sur l’utilisation de la reprĂ©sentation multiple et la gĂ©nĂ©ralisation cartographique. Elle rĂ©sout les conflits spatiaux et gĂ©nĂšre les cartes demandĂ©es selon une stratĂ©gie innovatrice : la gĂ©nĂ©ration progressive des cartes par couches d’intĂ©rĂȘt. Chaque couche d’intĂ©rĂȘt contient tous les objets ayant le mĂȘme degrĂ© d’importance pour l’utilisateur. Ce contenu est dĂ©terminĂ© Ă  la volĂ©e au dĂ©but du processus de gĂ©nĂ©ration de la carte demandĂ©e. Notre approche multiagent gĂ©nĂšre et transfĂšre cette carte suivant un mode parallĂšle. En effet, une fois une couche d’intĂ©rĂȘt gĂ©nĂ©rĂ©e, elle est transmise Ă  l’utilisateur. Dans le but de rĂ©soudre les conflits spatiaux, et par la mĂȘme occasion gĂ©nĂ©rer la carte demandĂ©e, nous affectons un agent logiciel Ă  chaque objet de l’espace. Les agents entrent ensuite en compĂ©tition pour l’occupation de l’espace disponible. Cette compĂ©tition est basĂ©e sur un ensemble de prioritĂ©s qui correspondent aux diffĂ©rents degrĂ©s d’importance des objets pour l’utilisateur. Durant la rĂ©solution des conflits, les agents prennent en considĂ©ration les besoins et les prĂ©fĂ©rences de l’utilisateur afin d’amĂ©liorer la personnalisation de la carte. Ils amĂ©liorent la lisibilitĂ© des objets importants et utilisent des symboles qui pourraient aider l’utilisateur Ă  mieux comprendre l’espace gĂ©ographique. Le processus de gĂ©nĂ©ration de la carte peut ĂȘtre interrompu en tout temps par l’utilisateur lorsque les donnĂ©es dĂ©jĂ  transmises rĂ©pondent Ă  ses besoins. Dans ce cas, son temps d’attente est rĂ©duit, Ă©tant donnĂ© qu’il n’a pas Ă  attendre la gĂ©nĂ©ration du reste de la carte. Afin d’illustrer notre approche, nous l’appliquons au contexte de la cartographie sur le web ainsi qu’au contexte de la cartographie mobile. Dans ces deux contextes, nous catĂ©gorisons nos donnĂ©es, qui concernent la ville de QuĂ©bec, en quatre couches d’intĂ©rĂȘt contenant les objets explicitement demandĂ©s par l’utilisateur, les objets repĂšres, le rĂ©seau routier et les objets ordinaires qui n’ont aucune importance particuliĂšre pour l’utilisateur. Notre systĂšme multiagent vise Ă  rĂ©soudre certains problĂšmes liĂ©s Ă  la gĂ©nĂ©ration Ă  la volĂ©e des cartes web. Ces problĂšmes sont les suivants : 1. Comment adapter le contenu des cartes, Ă  la volĂ©e, aux besoins des utilisateurs ? 2. Comment rĂ©soudre les conflits spatiaux de maniĂšre Ă  amĂ©liorer la lisibilitĂ© de la carte tout en prenant en considĂ©ration les besoins de l’utilisateur ? 3. Comment accĂ©lĂ©rer la gĂ©nĂ©ration et le transfert des donnĂ©es aux utilisateurs ? Les principales contributions de cette thĂšse sont : 1. La rĂ©solution des conflits spatiaux en utilisant les systĂšmes multiagent, la gĂ©nĂ©ralisation cartographique et la reprĂ©sentation multiple. 2. La gĂ©nĂ©ration des cartes dans un contexte web et dans un contexte mobile, Ă  la volĂ©e, en utilisant les systĂšmes multiagent, la gĂ©nĂ©ralisation cartographique et la reprĂ©sentation multiple. 3. L’adaptation des contenus des cartes, en temps rĂ©el, aux besoins de l’utilisateur Ă  la source (durant la premiĂšre gĂ©nĂ©ration de la carte). 4. Une nouvelle modĂ©lisation de l’espace gĂ©ographique basĂ©e sur une architecture multi-couches du systĂšme multiagent. 5. Une approche de gĂ©nĂ©ration progressive des cartes basĂ©e sur les couches d’intĂ©rĂȘt. 6. La gĂ©nĂ©ration et le transfert, en parallĂšle, des cartes aux utilisateurs, dans les contextes web et mobile.Abstract Internet is a fast growing medium to get and disseminate geospatial information. It provides more and more web mapping services accessible by thousands of users worldwide. However, the quality of these services needs to be improved, especially in term of personalization. In order to increase map flexibility, it is important that the map corresponds as much as possible to the user’s needs, preferences and context. This may be possible by applying the suitable transformations, in real-time, to spatial objects at each map generation cycle. An underlying challenge of such on-the-fly map generation is to solve spatial conflicts that may appear between objects especially due to lack of space on display screens. In this dissertation, we propose a multiagent-based approach to address the problems of on-the-fly web map generation and spatial conflict resolution. The approach is based upon the use of multiple representation and cartographic generalization. It solves conflicts and generates maps according to our innovative progressive map generation by layers of interest approach. A layer of interest contains objects that have the same importance to the user. This content, which depends on the user’s needs and the map’s context of use, is determined on-the-fly. Our multiagent-based approach generates and transfers data of the required map in parallel. As soon as a given layer of interest is generated, it is transmitted to the user. In order to generate a given map and solve spatial conflicts, we assign a software agent to every spatial object. Then, the agents compete for space occupation. This competition is driven by a set of priorities corresponding to the importance of objects for the user. During processing, agents take into account users’ needs and preferences in order to improve the personalization of the final map. They emphasize important objects by improving their legibility and using symbols in order to help the user to better understand the geographic space. Since the user can stop the map generation process whenever he finds the required information from the amount of data already transferred, his waiting delays are reduced. In order to illustrate our approach, we apply it to the context of tourist web and mobile mapping applications. In these contexts, we propose to categorize data into four layers of interest containing: explicitly required objects, landmark objects, road network and ordinary objects which do not have any specific importance for the user. In this dissertation, our multiagent system aims at solving the following problems related to on-the-fly web mapping applications: 1. How can we adapt the contents of maps to users’ needs on-the-fly? 2. How can we solve spatial conflicts in order to improve the legibility of maps while taking into account users’ needs? 3. How can we speed up data generation and transfer to users? The main contributions of this thesis are: 1. The resolution of spatial conflicts using multiagent systems, cartographic generalization and multiple representation. 2. The generation of web and mobile maps, on-the-fly, using multiagent systems, cartographic generalization and multiple representation. 3. The real-time adaptation of maps’ contents to users’ needs at the source (during the first generation of the map). 4. A new modeling of the geographic space based upon a multi-layers multiagent system architecture. 5. A progressive map generation approach by layers of interest. 6. The generation and transfer of web and mobile maps at the same time to users

    A review of artificial intelligence applied to path planning in UAV swarms

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    This version of the article has been accepted for publication, after peer review and is subject to Springer Nature’s AM terms of use, but is not the Version of Record and does not reflect post-acceptance improvements, or any corrections. The Version of Record is available online at: https://doi.org/10.1007/ s00521-021-06569-4This is the accepted version of: A. Puente-Castro, D. Rivero, A. Pazos, and E. Fernández-Blanco, "A review of artificial intelligence applied to path planning in UAV swarms", Neural Computing and Applications, vol. 34, pp. 153–170, 2022. https://doi.org/10.1007/s00521-021-06569-4[Abstract]: Path Planning problems with Unmanned Aerial Vehicles (UAVs) are among the most studied knowledge areas in the related literature. However, few of them have been applied to groups of UAVs. The use of swarms allows to speed up the flight time and, thus, reducing the operational costs. When combined with Artificial Intelligence (AI) algorithms, a single system or operator can control all aircraft while optimal paths for each one can be computed. In order to introduce the current situation of these AI-based systems, a review of the most novel and relevant articles was carried out. This review was performed in two steps: first, a summary of the found articles; second, a quantitative analysis of the publications found based on different factors, such as the temporal evolution or the number of articles found based on different criteria. Therefore, this review provides not only a summary of the most recent work but it gives an overview of the trend in the use of AI algorithms in UAV swarms for Path Planning problems. The AI techniques of the articles found can be separated into four main groups based on their technique: reinforcement Learning techniques, Evolutive Computing techniques, Swarm Intelligence techniques, and, Graph Neural Networks. The final results show an increase in publications in recent years and that there is a change in the predominance of the most widely used techniques.This work is supported by Instituto de Salud Carlos III, grant number PI17/01826 (Collaborative Project in Genomic Data Integration (CICLOGEN) funded by the Instituto de Salud Carlos III from the Spanish National plan for Scientific and Technical Research and Innovation 2013–2016 and the European Regional Development Funds (FEDER)—“A way to build Europe.”. This project was also supported by the General Directorate of Culture, Education and University Management of Xunta de Galicia ED431D 2017/16 and “Drug Discovery Galician Network” Ref. ED431G/01 and the “Galician Network for Colorectal Cancer Research” (Ref. ED431D 2017/23). This work was also funded by the grant for the consolidation and structuring of competitive research units (ED431C 2018/49) from the General Directorate of Culture, Education and University Management of Xunta de Galicia, and the CYTED network (PCI2018_093284) funded by the Spanish Ministry of Ministry of Innovation and Science. This project was also supported by the General Directorate of Culture, Education and University Management of Xunta de Galicia “PRACTICUM DIRECT” Ref. IN845D-2020/03.Xunta de Galicia; ED431D 2017/16Xunta de Galicia; ED431G/01Xunta de Galicia; ED431D 2017/23Xunta de Galicia; ED431C 2018/49Xunta de Galicia; IN845D-2020/0

    Intégration des algorithmes de généralisation et des patrons géométriques pour la création des objets auto-généralisants (SGO) afin d'améliorer la généralisation cartographique à la volée

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    Le dĂ©veloppement technologique de ces derniĂšres annĂ©es a eu comme consĂ©quence la dĂ©mocratisation des donnĂ©es spatiales. Ainsi, des applications comme la cartographie en ligne et les SOLAP qui permettent d’accĂ©der Ă  ces donnĂ©es ont fait leur apparition. Malheureusement, ces applications sont trĂšs limitĂ©es du point de vue cartographique car elles ne permettent pas une personnalisation flexible des cartes demandĂ©es par l’utilisateur. Pour permettre de gĂ©nĂ©rer des produits plus adaptĂ©s aux besoins des utilisateurs de ces technologies, les outils de visualisation doivent permettre entre autres de gĂ©nĂ©rer des donnĂ©es Ă  des Ă©chelles variables choisies par l'utilisateur. Pour cela, une solution serait d’utiliser la gĂ©nĂ©ralisation cartographique automatique afin de gĂ©nĂ©rer les donnĂ©es Ă  diffĂ©rentes Ă©chelles Ă  partir d’une base de donnĂ©es unique Ă  grande Ă©chelle. Mais, compte tenu de la nature interactive de ces applications, cette gĂ©nĂ©ralisation doit ĂȘtre rĂ©alisĂ©e Ă  la volĂ©e. Depuis plus de trois dĂ©cennies, la gĂ©nĂ©ralisation automatique est devenue un sujet de recherche important. Malheureusement, en dĂ©pit des avancĂ©es considĂ©rables rĂ©alisĂ©es ces derniĂšres annĂ©es, les mĂ©thodes de gĂ©nĂ©ralisation cartographique existantes ne garantissent pas un rĂ©sultat exhaustif et une performance acceptable pour une gĂ©nĂ©ralisation Ă  la volĂ©e efficace. Comme, il est actuellement impossible de crĂ©er Ă  la volĂ©e des cartes Ă  des Ă©chelles arbitraires Ă  partir d’une seule carte Ă  grande Ă©chelle, les rĂ©sultats de la gĂ©nĂ©ralisation (i.e. les cartes Ă  plus petites Ă©chelles gĂ©nĂ©rĂ©es grĂące Ă  la gĂ©nĂ©ralisation cartographique) sont stockĂ©s dans une base de donnĂ©es Ă  reprĂ©sentation multiple (RM) en vue d’une Ă©ventuelle utilisation. Par contre, en plus du manque de flexibilitĂ© (car les Ă©chelles sont prĂ©dĂ©finies), la RM introduit aussi la redondance Ă  cause du fait que plusieurs reprĂ©sentations de chaque objet sont stockĂ©es dans la mĂȘme base de donnĂ©es. Tout ceci empĂȘche parfois les utilisateurs d’avoir des donnĂ©es avec un niveau d’abstraction qui correspond exactement Ă  leurs besoins. Pour amĂ©liorer le processus de la gĂ©nĂ©ralisation Ă  la volĂ©e, cette thĂšse propose une approche basĂ©e sur un nouveau concept appelĂ© SGO (objet auto-gĂ©nĂ©ralisant: Self-Generalizing Object). Le SGO permet d’encapsuler des patrons gĂ©omĂ©triques (des formes gĂ©omĂ©triques gĂ©nĂ©riques communes Ă  plusieurs objets de la carte), des algorithmes de gĂ©nĂ©ralisation et des contraintes d’intĂ©gritĂ© dans un mĂȘme objet cartographique. Les SGO se basent sur un processus d’enrichissement de la base de donnĂ©es qui permet d’introduire les connaissances du cartographe dans les donnĂ©es cartographiques plutĂŽt que de les gĂ©nĂ©rer Ă  l’aide des algorithmes comme c’est typiquement le cas. Un SGO est crĂ©Ă© pour chaque objet individuel (ex. un bĂątiment) ou groupe d’objets (ex. des bĂątiments alignĂ©s). Les SGO sont dotĂ©s de comportements spĂ©cifiques qui leur permettent de s'auto-gĂ©nĂ©raliser, c.-Ă -d. de savoir comment gĂ©nĂ©raliser l’objet qu’ils reprĂ©sentent lors d’un changement d’abstraction (ex. changement d’échelle). Comme preuve de concept, deux prototypes basĂ©s sur des technologies Open Source ont Ă©tĂ© dĂ©veloppĂ©s lors de cette thĂšse. Le premier permet la crĂ©ation des SGO et l’enrichissement de la base de donnĂ©es. Le deuxiĂšme prototype basĂ© sur la technologie multi-agent, utilise les SGO crĂ©Ă©s pour gĂ©nĂ©rer des donnĂ©es Ă  des Ă©chelles arbitraires grĂące Ă  un processus de gĂ©nĂ©ralisation Ă  la volĂ©e. Pour tester les prototypes, des donnĂ©es rĂ©elles de la ville de QuĂ©bec Ă  l’échelle 1 : 1000 ont Ă©tĂ© utilisĂ©es.With the technological development of these past years, geospatial data became increasingly accessible to general public. New applications such as Webmapping or SOLAP which allow visualising the data also appeared. However, the dynamic and interactive nature of these new applications requires that all operations, including generalization processes, must be carried on-the–fly. Automatic generalization has been an important research topic for more than thirty years. In spite of recent advances, it clearly appears that actual generalization methods can not reach alone the degree of automation and the response time needed by these new applications. To improve the process of on-the-fly map generalization, this thesis proposes an approach based on a new concept called SGO (Self-generalizing object). The SGO allows to encapsulate geometric patterns (generic geometric forms common to several map features), generalization algorithms and the spatial integrity constraints in the same object. This approach allows us to include additional human expertise in an efficient way at the level of individual cartographic features, which then leads to database enrichment that better supports automatic generalization. Thus, during a database enrichment process, a SGO is created and associated with a cartographic feature, or a group of features. Then, each created SGO is transformed into a software agent (SGO agent) in order to give them autonomy. SGO agents are equipped with behaviours which enable them to coordinate the generalization process. As a proof of concept, two prototypes based on Open Source technologies were developed in this thesis. The first prototype allows the creation of the SGO. The second prototype based on multi-agents technology, uses the created SGO in order to generate data on arbitrary scales thanks to an on-the-fly map generalization process. Real data of Quebec City at scale 1: 1000 were used in order to test the developed prototypes

    Human-Machine Collaborative Optimization via Apprenticeship Scheduling

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    Coordinating agents to complete a set of tasks with intercoupled temporal and resource constraints is computationally challenging, yet human domain experts can solve these difficult scheduling problems using paradigms learned through years of apprenticeship. A process for manually codifying this domain knowledge within a computational framework is necessary to scale beyond the ``single-expert, single-trainee" apprenticeship model. However, human domain experts often have difficulty describing their decision-making processes, causing the codification of this knowledge to become laborious. We propose a new approach for capturing domain-expert heuristics through a pairwise ranking formulation. Our approach is model-free and does not require enumerating or iterating through a large state space. We empirically demonstrate that this approach accurately learns multifaceted heuristics on a synthetic data set incorporating job-shop scheduling and vehicle routing problems, as well as on two real-world data sets consisting of demonstrations of experts solving a weapon-to-target assignment problem and a hospital resource allocation problem. We also demonstrate that policies learned from human scheduling demonstration via apprenticeship learning can substantially improve the efficiency of a branch-and-bound search for an optimal schedule. We employ this human-machine collaborative optimization technique on a variant of the weapon-to-target assignment problem. We demonstrate that this technique generates solutions substantially superior to those produced by human domain experts at a rate up to 9.5 times faster than an optimization approach and can be applied to optimally solve problems twice as complex as those solved by a human demonstrator.Comment: Portions of this paper were published in the Proceedings of the International Joint Conference on Artificial Intelligence (IJCAI) in 2016 and in the Proceedings of Robotics: Science and Systems (RSS) in 2016. The paper consists of 50 pages with 11 figures and 4 table

    On-the-fly synthesizer programming with rule learning

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    This manuscript explores automatic programming of sound synthesis algorithms within the context of the performative artistic practice known as live coding. Writing source code in an improvised way to create music or visuals became an instrument the moment affordable computers were able to perform real-time sound synthesis with languages that keep their interpreter running. Ever since, live coding has dealt with real time programming of synthesis algorithms. For that purpose, one possibility is an algorithm that automatically creates variations out of a few presets selected by the user. However, the need for real-time feedback and the small size of the data sets (which can even be collected mid-performance) are constraints that make existing automatic sound synthesizer programmers and learning algorithms unfeasible. Also, the design of such algorithms is not oriented to create variations of a sound but rather to find the synthesizer parameters that match a given one. Other approaches create representations of the space of possible sounds, allowing the user to explore it by means of interactive evolution. Even though these systems are exploratory-oriented, they require longer run-times. This thesis investigates inductive rule learning for on-the-fly synthesizer programming. This approach is conceptually different from those found in both synthesizer programming and live coding literature. Rule models offer interpretability and allow working with the parameter values of the synthesis algorithms (even with symbolic data), making preprocessing unnecessary. RuLer, the proposed learning algorithm, receives a dataset containing user labeled combinations of parameter values of a synthesis algorithm. Among those combinations sharing the same label, it analyses the patterns based on dissimilarity. These patterns are described as an IF-THEN rule model. The algorithm parameters provide control to define what is considered a pattern. As patterns are the base for inducting new parameter settings, the algorithm parameters control the degree of consistency of the inducted settings respect to the original input data. An algorithm (named FuzzyRuLer) able to extend IF-THEN rules to hyperrectangles, which in turn are used as the cores of membership functions, is presented. The resulting fuzzy rule model creates a map of the entire input feature space. For such a pursuit, the algorithm generalizes the logical rules solving the contradictions by following a maximum volume heuristics. Across the manuscript it is discussed how, when machine learning algorithms are used as creative tools, glitches, errors or inaccuracies produced by the resulting models are sometimes desirable as they might offer novel, unpredictable results. The evaluation of the algorithms follows two paths. The first focuses on user tests. The second responds to the fact that this work was carried out within the computer science department and is intended to provide a broader, nonspecific domain evaluation of the algorithms performance using extrinsic benchmarks (i.e not belonging to a synthesizer's domain) for cross validation and minority oversampling. In oversampling tasks, using imbalanced datasets, the algorithm yields state-of-the-art results. Moreover, the synthetic points produced are significantly different from those created by the other algorithms and perform (controlled) exploration of more distant regions. Finally, accompanying the research, various performances, concerts and an album were produced with the algorithms and examples of this thesis. The reviews received and collections where the album has been featured show a positive reception within the community. Together, these evaluations suggest that rule learning is both an effective method and a promising path for further research.Aquest manuscrit explora la programaciĂł automĂ tica d’algorismes de sĂ­ntesi de so dins del context de la prĂ ctica artĂ­stica performativa coneguda com a live coding. L'escriptura improvisada de codi font per crear mĂșsica o visuals es va convertir en un instrument en el moment en quĂš els ordinadors van poder realitzar sĂ­ntesis de so en temps real amb llenguatges que mantenien el seu intĂšrpret en funcionament. D'aleshores ençà, el live coding comporta la programaciĂł en temps real d’algorismes de sĂ­ntesi de so. Per a aquest propĂČsit, una possibilitat Ă©s tenir un algorisme que creĂŻ automĂ ticament variacions a partir d'alguns presets seleccionats. No obstant, la necessitat de retroalimentaciĂł en temps real i la petita mida dels conjunts de dades sĂłn restriccions que fan que els programadors automĂ tics de sintetitzadors de so i els algorismes d’aprenentatge no siguin factibles d’utilitzar. A mĂ©s, el seu disseny no estĂ  orientat a crear variacions d'un so, sinĂł a trobar els parĂ metres del sintetitzador que aplicats a l'algorisme de sĂ­ntesi produeixen un so determinat (target). Altres enfocaments creen representacions de l'espai de sons possibles, per permetre a l'usuari explorar-lo mitjançant l'evoluciĂł interactiva, perĂČ requereixen temps mĂ©s llargs. Aquesta tesi investiga l'aprenentatge inductiu de regles per a la programaciĂł on-the-fly de sintetitzadors. Aquest enfocament Ă©s conceptualment diferent dels que es troben a la literatura. Els models de regles ofereixen interpretabilitat i permeten treballar amb els valors dels parĂ metres dels algorismes de sĂ­ntesi, sense processament previ. RuLer, l'algorisme d'aprenentatge proposat, rep dades amb combinacions etiquetades per l'usuari dels valors dels parĂ metres d'un algorisme de sĂ­ntesi. A continuaciĂł, analitza els patrons, basats en la dissimilitud, entre les combinacions de cada etiqueta. Aquests patrons es descriuen com un model de regles IF-THEN. Els parĂ metres de l'algorisme proporcionen control per definir el que es considera un patrĂł. Llavors, controlen el grau de consistĂšncia dels nous parĂ metres de sĂ­ntesi induĂŻts respecte a les dades d'entrada originals. A continuaciĂł, es presenta un algorisme (FuzzyRuLer) capaç d’estendre les regles IF-THEN a hiperrectangles, que al seu torn s’utilitzen com a nuclis de funcions de pertinença. El model de regles difuses resultant crea un mapa complet de l'espai de la funciĂł d'entrada. Per aixĂČ, l'algorisme generalitza les regles lĂČgiques seguint una heurĂ­stica de volum mĂ xim. Al llarg del manuscrit es discuteix com, quan s’utilitzen algorismes d’aprenentatge automĂ tic com a eines creatives, de vegades sĂłn desitjables glitches, errors o imprecisions produĂŻdes pels models resultants, ja que poden oferir nous resultats imprevisibles. L'avaluaciĂł dels algorismes segueix dos camins. El primer es centra en proves d'usuari. El segon, que respon al fet que aquest treball es va dur a terme dins del departament de ciĂšncies de la computaciĂł, pretĂ©n proporcionar una avaluaciĂł mĂ©s Ă mplia, no especĂ­fica d'un domini, del rendiment dels algorismes mitjançant benchmarks extrĂ­nsecs utilitzats per cross-validation i minority oversampling. En tasques d'oversampling, mitjançant imbalanced data sets, l'algorisme proporciona resultats equiparables als de l'estat de l'art. A mĂ©s, els punts sintĂštics produĂŻts sĂłn significativament diferents als creats pels altres algorismes i realitzen exploracions (controlades) de regions mĂ©s llunyanesEste manuscrito explora la programaciĂłn automĂĄtica de algoritmos de sĂ­ntesis de sonido dentro del contexto de la prĂĄctica artĂ­stica performativa conocida como live coding. La escritura de cĂłdigo fuente de forma improvisada para crear mĂșsica o imĂĄgenes, se convirtiĂł en un instrumento en el momento en que las computadoras asequibles pudieron realizar sĂ­ntesis de sonido en tiempo real con lenguajes que mantuvieron su interprete en funcionamiento. Desde entonces, el live coding ha implicado la programaciĂłn en tiempo real de algoritmos de sĂ­ntesis. Para ese propĂłsito, una posibilidad es tener un algoritmo que cree automĂĄticamente variaciones a partir de unos pocos presets seleccionados. Sin embargo, la necesidad de retroalimentaciĂłn en tiempo real y el pequeño tamaño de los conjuntos de datos (que incluso pueden recopilarse durante la misma actuaciĂłn), limitan el uso de los algoritmos existentes, tanto de programaciĂłn automĂĄtica de sintetizadores como de aprendizaje de mĂĄquina. AdemĂĄs, el diseño de dichos algoritmos no estĂĄ orientado a crear variaciones de un sonido, sino a encontrar los parĂĄmetros del sintetizador que coincidan con un sonido dado. Otros enfoques crean representaciones del espacio de posibles sonidos, para permitir al usuario explorarlo mediante evoluciĂłn interactiva. Aunque estos sistemas estĂĄn orientados a la exploraciĂłn, requieren tiempos mĂĄs largos. Esta tesis investiga el aprendizaje inductivo de reglas para la programaciĂłn de sintetizadores on-the-fly. Este enfoque es conceptualmente diferente de los que se encuentran en la literatura, tanto de programaciĂłn de sintetizadores como de live coding. Los modelos de reglas ofrecen interpretabilidad y permiten trabajar con los valores de los parĂĄmetros de los algoritmos de sĂ­ntesis (incluso con datos simbĂłlicos), haciendo innecesario el preprocesamiento. RuLer, el algoritmo de aprendizaje propuesto, recibe un conjunto de datos que contiene combinaciones, etiquetadas por el usuario, de valores de parĂĄmetros de un algoritmo de sĂ­ntesis. Luego, analiza los patrones, en funciĂłn de la disimilitud, entre las combinaciones de cada etiqueta. Estos patrones se describen como un modelo de reglas lĂłgicas IF-THEN. Los parĂĄmetros del algoritmo proporcionan el control para definir quĂ© se considera un patrĂłn. Como los patrones son la base para inducir nuevas configuraciones de parĂĄmetros, los parĂĄmetros del algoritmo controlan tambiĂ©n el grado de consistencia de las configuraciones inducidas con respecto a los datos de entrada originales. Luego, se presenta un algoritmo (llamado FuzzyRuLer) capaz de extender las reglas lĂłgicas tipo IF-THEN a hiperrectĂĄngulos, que a su vez se utilizan como nĂșcleos de funciones de pertenencia. El modelo de reglas difusas resultante crea un mapa completo del espacio de las clases de entrada. Para tal fin, el algoritmo generaliza las reglas lĂłgicas resolviendo las contradicciones utilizando una heurĂ­stica de mĂĄximo volumen. A lo largo del manuscrito se analiza cĂłmo, cuando los algoritmos de aprendizaje automĂĄtico se utilizan como herramientas creativas, los glitches, errores o inexactitudes producidas por los modelos resultantes son a veces deseables, ya que pueden ofrecer resultados novedosos e impredecibles. La evaluaciĂłn de los algoritmos sigue dos caminos. El primero se centra en pruebas de usuario. El segundo, responde al hecho de que este trabajo se llevĂł a cabo dentro del departamento de ciencias de la computaciĂłn y estĂĄ destinado a proporcionar una evaluaciĂłn mĂĄs amplia, no de dominio especĂ­fica, del rendimiento de los algoritmos utilizando beanchmarks extrĂ­nsecos para cross-validation y oversampling. En estas Ășltimas pruebas, utilizando conjuntos de datos no balanceados, el algoritmo produce resultados equiparables a los del estado del arte. AdemĂĄs, los puntos sintĂ©ticos producidos son significativamente diferentes de los creados por los otros algoritmos y realizan una exploraciĂłn (controlada) de regiones mĂĄs distantes. Finalmente, acompañando la investigaciĂłn, realicĂ© diversas presentaciones, conciertos y un ÂŽĂĄlbum utilizando los algoritmos y ejemplos de esta tesis. Las crĂ­ticas recibidas y las listas donde se ha presentado el ĂĄlbum muestran una recepciĂłn positiva de la comunidad. En conjunto, estas evaluaciones sugieren que el aprendizaje de reglas es al mismo tiempo un mĂ©todo eficaz y un camino prometedor para futuras investigaciones.Postprint (published version

    Algorithms for multi-robot systems on the cooperative exploration & last-mile delivery problems

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    La apariciĂłn de los vehĂ­culos aĂ©reos no tripulados (UAVs) y de los vehĂ­culos terrestres no tripulados (UGVs) ha llevado a la comunidad cientĂ­fica a enfrentarse a problemas ideando paradigmas de cooperaciĂłn con UGVs y UAVs. Sin embargo, no suele ser trivial determinar si la cooperaciĂłn entre UGVs y UAVs es adecuada para un determinado problema. Por esta razĂłn, en esta tesis, investigamos un paradigma particular de cooperaciĂłn UGV-UAV en dos problemas de la literatura, y proponemos un controlador autĂłnomo para probarlo en escenarios simulados. Primero, formulamos un problema particular de exploraciĂłn cooperativa que consiste en alcanzar un conjunto de puntos de destino en un ĂĄrea de exploraciĂłn a gran escala. Este problema define al UGV como una estaciĂłn de carga mĂłvil para transportar el UAV a travĂ©s de diferentes lugares desde donde el UAV puede alcanzar los puntos de destino. Por consiguiente, proponemos el algoritmo TERRA para resolverlo. Este algoritmo se destaca por dividir el problema de exploraciĂłn en cinco subproblemas, en los que cada subproblema se resuelve en una etapa particular del algoritmo. Debido a la explosiĂłn de la entrega de paquetes en las empresas de comercio electrĂłnico, formulamos tambiĂ©n una generalizaciĂłn del conocido problema de la entrega en la Ășltima milla. En este caso, el UGV actĂșa como una estaciĂłn de carga mĂłvil que transporta a los paquetes y a los UAVs, y estos se encargan de entregarlos. De esta manera, seguimos la estrategia de divisiĂłn descrita por TERRA, y proponemos el algoritmo COURIER. Este algoritmo replica las cuatro primeras etapas de TERRA, pero construye una nueva quinta etapa para producir un plan de tareas que resuelva el problema. Para evaluar el paradigma de cooperaciĂłn UGV-UAV en escenarios simulados, proponemos el controlador autĂłnomo ARIES. Este controlador sigue un enfoque jerĂĄrquico descentralizado de lĂ­der-seguidor para integrar cualquier paradigma de cooperaciĂłn de manera distribuida. Ambos algoritmos han sido caracterizados para identificar los aspectos relevantes del paradigma de cooperaciĂłn en los problemas relacionados. AdemĂĄs, ambos demuestran un gran rendimiento del paradigma de cooperaciĂłn en tales problemas, y al igual que el controlador autĂłnomo, revelan un gran potencial para futuras aplicaciones reales.The emergence of Unmanned Aerial Vehicles (UAVs) and Unmanned Ground Vehicles (UGVs) has conducted the research community to face historical complex problems by devising UGV-UAV cooperation paradigms. However, it is usually not a trivial task to determine whether or not a UGV-UAV cooperation is suitable for a particular problem. For this reason, in this thesis, we investigate a particular UGV-UAV cooperation paradigm over two problems in the literature, and we propose an autonomous controller to test it on simulated scenarios. Driven by the planetary exploration, we formulate a particular cooperative exploration problem consisting of reaching a set of target points in a large-scale exploration area. This problem defines the UGV as a moving charging station to carry the UAV through different locations from where the UAV can reach the target points. Consequently, we propose the cooperaTive ExploRation Routing Algorithm (TERRA) to solve it. This algorithm stands out for splitting up the exploration problem into five sub-problems, in which each sub-problem is solved in a particular stage of the algorithm. In the same way, driven by the explosion of parcels delivery in e-commerce companies, we formulate a generalization of the well-known last-mile delivery problem. This generalization defines the same UGV’s and UAV’s rol as the exploration problem. That is, the UGV acts as a moving charging station which carries the parcels along several UAVs to deliver them. In this way, we follow the split strategy depicted by TERRA to propose the COoperative Unmanned deliveRIEs planning algoRithm (COURIER). This algorithm replicates the first four TERRA’s stages, but it builds a new fifth stage to produce a task plan solving the problem. In order to evaluate the UGV-UAV cooperation paradigm on simulated scenarios, we propose the Autonomous coopeRatIve Execution System (ARIES). This controller follows a hierarchical decentralized leader-follower approach to integrate any cooperation paradigm in a distributed manner. Both algorithms have been characterized to identify the relevant aspects of the cooperation paradigm in the related problems. Also, both of them demonstrate a great performance of the cooperation paradigm in such problems, and as well as the autonomous controller, reveal a great potential for future real applications

    STANDARD ARPU CALCULATION IMPROVEMENT USING ARTIFICIAL INTELLIGENT TECHNIQUES

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