2,896 research outputs found

    Multi Site Coordination using a Multi-Agent System

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    A new approach of coordination of decisions in a multi site system is proposed. It is based this approach on a multi-agent concept and on the principle of distributed network of enterprises. For this purpose, each enterprise is defined as autonomous and performs simultaneously at the local and global levels. The basic component of our approach is a so-called Virtual Enterprise Node (VEN), where the enterprise network is represented as a set of tiers (like in a product breakdown structure). Within the network, each partner constitutes a VEN, which is in contact with several customers and suppliers. Exchanges between the VENs ensure the autonomy of decision, and guarantiee the consistency of information and material flows. Only two complementary VEN agents are necessary: one for external interactions, the Negotiator Agent (NA) and one for the planning of internal decisions, the Planner Agent (PA). If supply problems occur in the network, two other agents are defined: the Tier Negotiator Agent (TNA) working at the tier level only and the Supply Chain Mediator Agent (SCMA) working at the level of the enterprise network. These two agents are only active when the perturbation occurs. Otherwise, the VENs process the flow of information alone. With this new approach, managing enterprise network becomes much more transparent and looks like managing a simple enterprise in the network. The use of a Multi-Agent System (MAS) allows physical distribution of the decisional system, and procures a heterarchical organization structure with a decentralized control that guaranties the autonomy of each entity and the flexibility of the network

    Multi-Armed Bandits for Intelligent Tutoring Systems

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    We present an approach to Intelligent Tutoring Systems which adaptively personalizes sequences of learning activities to maximize skills acquired by students, taking into account the limited time and motivational resources. At a given point in time, the system proposes to the students the activity which makes them progress faster. We introduce two algorithms that rely on the empirical estimation of the learning progress, RiARiT that uses information about the difficulty of each exercise and ZPDES that uses much less knowledge about the problem. The system is based on the combination of three approaches. First, it leverages recent models of intrinsically motivated learning by transposing them to active teaching, relying on empirical estimation of learning progress provided by specific activities to particular students. Second, it uses state-of-the-art Multi-Arm Bandit (MAB) techniques to efficiently manage the exploration/exploitation challenge of this optimization process. Third, it leverages expert knowledge to constrain and bootstrap initial exploration of the MAB, while requiring only coarse guidance information of the expert and allowing the system to deal with didactic gaps in its knowledge. The system is evaluated in a scenario where 7-8 year old schoolchildren learn how to decompose numbers while manipulating money. Systematic experiments are presented with simulated students, followed by results of a user study across a population of 400 school children

    Work Roll Cooling System Design Optimisation in Presence of Uncertainty

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    Organised by: Cranfield UniversityThe paper presents a framework to optimise the design of work roll based on the cooling performance. The framework develops Meta models from a set of Finite Element Analysis (FEA) of the roll cooling. A design of experiment technique is used to identify the FEA runs. The research also identifies sources of uncertainties in the design process. A robust evolutionary multi-objective algorithm is applied to the design optimisation I order to identify a set of good solutions in the presence of uncertainties both in the decision and objective spaces.Mori Seiki – The Machine Tool Compan

    Optimisation des parcours d’apprentissage Ă  l’aide des technologies numĂ©riques

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    Since the "Plan Informatique Pour Tous" in 1985, digital technologies occupy an increasingly importance in education : digital textbooks, dynamic geometry software, learning games, e-learning, blended learning, MOOC, flipped classrooms, educationalrobotics, etc.The aim of our work is to show that some of these technologies can contribute to improve learning, boosting learning contents, emphasizing student motivation by proposing devices suitable for distance learning and personalizing learning paths.The stakes of these issues are important. The need to motivate students and personalize learning is more and more crucial. These are major assets to reduce dropout and promote equal opportunities.Objectives of our work before 2011 : - Gamify contents to make them more motivating.- Visualize concepts by using digital objects. - Virtualize learning objects in order to reduce physical constraints to work methods, to overcome handling difficultiesand disability situations. - Provide tools for interactivity, visualization, computer algebra and geometry for computer environments learning (distance learning platforms, software). - Provide tools for monitoring user activity in order to better track their progress, to follow them with precision, to making them more autonomous.- Experiment with objects both digital and tangible such as robots, to assess their impact in learning. - Build new textbooks by accompanying them with digital devices. This work was continued in recent and more research-driven work.Objectives of our work from 2011 : - Optimize and personalize learning by using artificial intelligence and machine learning algorithms. - Use tangible objects such as robots, that students can manipulate and program, to approach learning differently to provide concrete environment to build new concepts.Depuis le « Plan Informatique Pour Tous » de 1985, les technologies numĂ©riques ne cessent d’occuper une place grandissante dans l’enseignement : manuels numĂ©riques, logiciels de gĂ©omĂ©trie dynamique, learning games, e-learning, blended learning, MOOC, classes inversĂ©es, robotique Ă©ducative, etc.L’ambition de nos travaux est de montrer que certaines de ces technologies peuvent contribuer Ă  amĂ©liorer les apprentissages, en dynamisant les contenus, en accentuant la motivation des Ă©tudiants, en proposant des dispositifs adaptĂ©s Ă  la formation Ă  distance, en personnalisant les parcours pĂ©dagogiques. Les enjeux autour de ces questions sont importants. La nĂ©cessitĂ© de motiver les Ă©tudiants et de personnaliser les apprentissages apparaĂźt de plus en plus clairement. Ce sont des atouts majeurs pour lutter contre le dĂ©crochage scolaire et pour l’égalitĂ© des chances.Objectifs de nos travaux antĂ©rieurs Ă  2011 : — Ludifier et animer des contenus afin de les rendre plus motivants et plus explicites. — Visualiser des concepts en manipulant des objets numĂ©riques. — Virtualiser des objets d’apprentissage pour s’affranchir de contraintes matĂ©rielles afin de faire travailler des mĂ©thodes, de dĂ©passer des difficultĂ©s de manipulation et des situations de handicap. — Fournir des outils d’interactivitĂ©, de visualisation, de calcul formel et de gĂ©omĂ©trie pour des environnements informatiques d’apprentissage (plateformes d’enseignement Ă  distance, logiciels).— Fournir des outils de monitoring des activitĂ©s des utilisateurs afin de suivre au mieux leur progression, afin de pouvoir les suivre au plus prĂšs dans leurs cheminements, de leur fournir des retours adaptĂ©s et des parcours personnalisĂ©s, de les rendre plus autonomes. — ExpĂ©rimenter des objets Ă  la fois numĂ©riques et tangibles tels que les robots pour Ă©valuer leur impact dans les apprentissages.— Repenser les manuels scolaires en les accompagnant de dispositifs numĂ©riques.Ces travaux ont trouvĂ© un prolongement ciblĂ©, fortement ancrĂ© recherche, dans des travaux plus rĂ©cents.Objectifs de nos travaux postĂ©rieurs Ă  2011 : — Optimiser et personnaliser en profondeur les apprentissages en faisant appel Ă  l’intelligence artificielle et Ă  des algorithmesde machine learning. — Introduire des objets tangibles, tels que les robots, que les Ă©lĂšves peuvent manipuler, voire programmer, pour Ă©clairer diffĂ©remment les apprentissages et proposer une approche concrĂšte pour construire de nouveaux concepts

    Personnalisation automatique des parcours d’apprentissage dans les Systùmes Tuteurs Intelligents

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    La recherche d’efficacitĂ© des systĂšmes tutoriels intelligents (STI) est un enjeu majeur. Nous prĂ©sentons ici une mĂ©thode d’optimisation des parcoursd’apprentissage pour chaque apprenant. Nous cherchons Ă  proposer Ă  chaque instant Ă  l’apprenant l’activitĂ© qui lui fait faire le plus de progrĂšs dans son apprentissage. Nous introduisons deux algorithmes : RiARiT, qui nĂ©cessite des informations prĂ©alables sur les activitĂ©s, et ZPDES, qui n’en a pas besoin

    Discussion sur les critĂšres de hiĂ©rarchisation des occupations privilĂ©giĂ©es en rĂ©gion Centre – Val-de-Loire (fin du 1er Moyen Âge)

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    International audienceLe Projet Collectif de Recherche « Habitat rural du Moyen Âge en rĂ©gion Centre-Val de Loire » a recensĂ© un peu plus de 200 occupations rurales des VIe-XVe s. Ă©tudiĂ©s lors des opĂ©rations archĂ©ologiques de ces 15 derniĂšres annĂ©es. Entre les Ă©tablissements ruraux dits « classiques » et les sites aux caractĂ©ristiques urbaines, castrales ou dĂ©fensives Ă©videntes, se place une poignĂ©e de sites de la seconde moitiĂ© du haut Moyen Âge (IXe-Xe s.) prĂ©sentant une combinaison de caractĂšres inhabituels sur le plan structurel (cadre de vie, construction) et/ou matĂ©riel (consommation, utilisation/fonction).L’examen de ces critĂšres pour sept de ces sites est une occasion pour tenter de questionner globalement cette catĂ©gorie de site et vĂ©rifier sa pertinence

    Improved Performances and Motivation in Intelligent Tutoring Systems: Combining Machine Learning and Learner Choice

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    Large class sizes pose challenges to personalized learning in schools, which educational technologies, especially intelligent tutoring systems (ITS), aim to address. In this context, the ZPDES algorithm, based on the Learning Progress Hypothesis (LPH) and multi-armed bandit machine learning techniques, sequences exercises that maximize learning progress (LP). This algorithm was previously shown in field studies to boost learning performances for a wider diversity of students compared to a hand-designed curriculum. However, its motivational impact was not assessed. Also, ZPDES did not allow students to express choices. This limitation in agency is at odds with the LPH theory concerned with modeling curiosity-driven learning. We here study how the introduction of such choice possibilities impact both learning efficiency and motivation. The given choice concerns dimensions that are orthogonal to exercise difficulty, acting as a playful feature. In an extensive field study (265 7-8 years old children, RCT design), we compare systems based either on ZPDES or a hand-designed curriculum, both with and without self-choice. We first show that ZPDES improves learning performance and produces a positive and motivating learning experience. We then show that the addition of choice triggers intrinsic motivation and reinforces the learning effectiveness of the LP-based personalization. In doing so, it strengthens the links between intrinsic motivation and performance progress during the serious game. Conversely, deleterious effects of the playful feature are observed for hand-designed linear paths. Thus, the intrinsic motivation elicited by a playful feature is beneficial only if the curriculum personalization is effective for the learner. Such a result deserves great attention due to increased use of playful features in non adaptive educational technologies.Comment: 29 pages, 37 figure

    The rising prevalence of prescription opioid injection and its association with hepatitis C incidence among street-drug users

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    Ce manuscrit est une pré-publication d'un article paru dans Addiction 2012; 107(7): 1318-1327 url: http://www.addictionjournal.org/IRSC et FRSQ - Réseau SIDA et maladies infectieuse
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