Human-Computer Interaction

Agnostic Learner


This project is already assigned.

Background

There are different ways to simulate real-world phenomena. Consider, for instance, the ghosts in the video game pac-man. They see pac-man when moving along the same path segment and then start chasing him. These non-player characters are modelled as so-called agents equipped with sensors, actuators and controllers that connect the received information to the resulting actions. Agent-based modelling is a very wide-spread approach to modelling and simulating various real-world phenomena—from the interaction of biological cells over the simulation of crowd movement, or population-wide happiness. All the empirically unearthed aspects of real-world agents can be reflected by their digital counterparts. However, since the interactions of agents are so open-ended, their degrees of interaction so great, the ensuing simulations are quickly computationally rather costly.

Task

Based on the background explained above, in order to arrive at viable computational loads, the degrees of freedom have to be systematically reduced - but only in such a way that relevant simulated results would not be impeded. To this end, we need to identify and learn the interaction patterns that unfold in the simulation. This is the task of this project/thesis work. You need to setup a simulation in which patterns at various spatio-temporal scales occur and design, implement and evaluate an algorithmic framework that captures these patterns and detects when they unfold.

In ordert to ensure a smooth and easy foundation for your experiments, I suggest you:

For the algorithm’s design, I would recommend:

Literature


Contact Persons at the University Würzburg

Prof. Dr. Sebastian von Mammen (Primary Contact Person)
sebastian.von.mammen@uni-wuerzburg.de

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