Sökning: "Decision trees"
Visar resultat 11 - 15 av 61 avhandlingar innehållade orden Decision trees.
11. Affective Decision Making in Artificial Intelligence : Making Virtual Characters With High Believability
Sammanfattning : Artificial intelligence is often used when creating believable virtual characters in games or in other types of virtual environments. The intelligent behavior these characters show to the player is often flawed, leading to a worse gameplay experience. LÄS MER
12. Automated Gravel Road Condition Assessment : A Case Study of Assessing Loose Gravel using Audio Data
Sammanfattning : Gravel roads connect sparse populations and provide highways for agriculture and the transport of forest goods. Gravel roads are an economical choice where traffic volume is low. In Sweden, 21% of all public roads are state-owned gravel roads, covering over 20,200 km. LÄS MER
13. Behavior Trees in Robotics
Sammanfattning : Behavior Trees (BTs) are a Control Architecture (CA) that was invented in the video game industry, for controlling non-player characters. In this thesis we investigate the possibilities of using BTs for controlling autonomous robots, from a theoretical as well as practical standpoint. LÄS MER
14. Scalable Machine Learning through Approximation and Distributed Computing
Sammanfattning : Machine learning algorithms are now being deployed in practically all areas of our lives. Part of this success can be attributed to the ability to learn complex representations from massive datasets. LÄS MER
15. Modelling Phone-Level Pronunciation in Discourse Context
Sammanfattning : Analytic knowledge about the systematic variation in a language has an important place in the description of the language. Such knowledge is interesting e.g. in the language teaching domain, as a background for various types of linguistic studies, and in the development of more dynamic speech technology applications. LÄS MER