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Extending Dempster-Shafer Theory to Overcome Counter Intuitive Results


CAMPOS, Fabio ; CAMPELLO DE SOUZA, Fernando . Extending Dempster-Shafer Theory to Overcome Counter Intuitive Results. In: 2005 IEEE International Conference on Natural Language Processing and Knowledge Engineering - IEEE NLP-KE’05, 2005, Wuhan. Proceedings of 2005 IEEE International Conference on Natural Language Processing and Knowledge Engineering (IEEE NLP-KE’05). Beijing : Publishing House, BUPT, 2005. p. 729-734.

Abstract

A popular formalism to model someone’s degrees of belief is the Theory of Evidence, or Dempster-Shafer Theory. This theory provides a method for combining evidence from different sources without prior knowledge of their distributions. It is also possible to assign probability values to sets of possibilities rather than to single events only, and it is unecessary to divide all the probability values among the events, once the remaining probability should be assigned to the environment and not to the remaining events, thus modeling more naturally certain classes of problems. However, it has some pitfalls caused by the non natural embodiment of the uncertainty in the results. In this paper we present a method of automatic embodiment of the uncertainty that overcomes the afore mentioned pitfalls, allowing the combination of evidence with higher degrees of conflict, and avoiding the excessive tendency toward the common possibility of otherwise disjoint hypotheses. This is accomplished by means of a new rule of combination of bodies of evidence that embodies in the numeric results the unknown belief and conflict among the evidence, naturally modeling the epistemic reasoning.

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Matriz e Rede de Restrição: uma proposta inicial de aplicação na fase de concepção de jogos eletrônicos


MOURA, E. ; CAMPOS, Fabio ; NEVES, A. M. M. . Matriz e Rede de Restrição: uma proposta inicial de aplicação na fase de concepção de jogos eletrônicos. In: V Brazilian Symposium on Computer Games and Digital Entertainment, 2006, Recife. Proceedings of V Brazilian Symposium on Computer Games and Digital Entertainment. Recife : SBGames, 2006.

Resumo

Apesar de diversos segmentos do projeto de produto se valerem de metodologias para a exploração do espaço criativo, o segmento de projetos de jogos eletrônicos vem, em sua maioria, realizando essa etapa de forma ad hoc. Este artigo propõe-se a prover uma contribuição para a metodologia de projeto de jogos eletrônicos, através da aplicação das técnicas de “Matriz de Restrição” e a “Rede de Restrição”, técnicas de exploração do espaço lógico, para a construção da técnica de Caixa Morfológica, que é classificada como uma técnica de exploração do processo criativo e é largamente utilizada no projeto de produtos 3D.

Palavras-chave: projetos de jogos eletrônicos, técnicas de criatividade, metodologia de projeto, projeto de produtos.

Abstract

In spite of diverse segments of the project of product worth themselves of methodology to an exploration of the creative space, the segment of the project of electronics games come, in your majority, doing this faze in the form ad hoc. This article propose yourself to promote a contribution to the methodology of electronics game project, through application of the “Restriction Matrix” and the “Restriction Net” techniques, exploration techniques of the logical space, to the construction of the morphologic box technique, that is classificated like an exploration technique to the creative process and is used on the project of the 3D products a lot.

Keywords: game design, techniques of creativity, methodology of project, project of product.

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Um método para escolha de alternativas baseado no Lateo aplicado ao game design


VILAR, Edvar ; FREIRE, Amanda ; CAMPOS, Fabio ; NEVES, A. M. M. . Um método para escolha de alternativas baseado no Lateo aplicado ao game design. In: VI Simpósio Brasileiro de Jogos para Computador e Entretenimento Digital, 2007, São Leopoldo. Anais do VI Simpósio Brasileiro de Jogos para Computador e Entretenimento Digital, 2007. v. I.

Resumo

O desenvolvimento de projetos em game design envolve entradas de informações vindas de diversas fontes. Essas entradas possuem informações imperfeitas, e, conseqüentemente, haverá um alto grau de incerteza subjetiva nas suas combinações. Este artigo mostra uma nova proposta de metodologia que modela as diferentes fontes de incerteza subjetiva, auxiliando na escolha de alternativas de projetos em game design.

Palavras-chave: game design, seleção de alternativa, metodologia de projeto.

Abstract

The development of projects in game design involves information inputs coming from diverse sources. These inputs have imperfect information, and, consequently, will have a high degree of subjective uncertainty in its combinations. This article shows new a proposal of methodology that shapes the different sources of subjective uncertainty, assisting in the choice of alternatives of projects in game design.

Keywords: game design, alternative decision, project methodology.

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O Paradigma do Projeto Baseado em Plataformas Aplicado ao Game Design


FIGUEIRÔA, Dino ; CAMPOS, Fabio ; NEVES, A. M. M. . O Paradigma do Projeto Baseado em Plataformas Aplicado ao Game Design. In: VI Simpósio Brasileiro de Jogos para Computador e Entretenimento Digital, 2007, São Leopoldo. Anais do VI Simpósio Brasileiro de Jogos para Computador e Entretenimento Digital, 2007. v. I.

Resumo

Os modernos jogos para PC vêm sofrendo uma mudança de paradigma com o advento do projeto baseado em plataforma (platform-based design – PBD), emergida nos ambientes industriais. Através dessa mudança o jogador também é convidado a ser um game designer, gerando jogos personalizados. Este documento expõe como esta técnica vem sendo absorvida pelos game designers, resolvendo problemas de design de software. Esse artigo apresenta conceitos como MODs, add-ons e pacotes de expansão e os posiciona como resultados diretos do emprego da técnica em questão. Por fim, é apresentado um modelo de plataforma com o qual é construído um jogo ilustrativo dentro desta proposta, o “SBGames MOD”. 

Palavras-chave: plataformas, design baseado em plataformas, game design, jogos para PC, reuso de código, MODs

Abstract

The modern PC games are changing with the platformbased design - PBD - advent, born at industrial environment. Thru this change the player is invited to be a game designer, creating his own customized games. This document expose how the technique is being inserted into the game designing community, resolving software design problems. This article also presents concepts as MODs, add-ons and expansion packs as direct results of the use of the mentioned technique. Finally, we introduce a platform model, constructing an illustrative game under this proposal, the “SBGames MOD”.

Keywords: platforms, platform-based design, game design, PC games, code reuse, MODs

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Dealing with Subjective Uncertainty in Knowledge Based Systems


CAMPOS, Fabio ; NEVES, A. M. M. ; VILAR, Edvar . Dealing with Subjective Uncertainty in Knowledge Based Systems. In: ISCC 2007 - The Twelfth IEEE Symposium on Computers and Communications, 2007, Aveiro. Proceedings of the ISCC 2007 - The Twelfth IEEE Symposium on Computers and Communications, 2007.

Abstract

Knowledge based systems depend on algorithms able to relate the inputs ofa system to a correct answer coming out ofthe knowledge-base. Practical systems shows that imperfect information will always get into the data-base and an imperfect knowledge-base will always exist, thus it is usual for a knowledge based system has to be able to model and deal with information imperfections. The kind of information imperfections involved in knowledge-base systems can be modeled by the “subjective uncertainty”, which with the “objective uncertainty” compose the dual nature of the uncertainty, a taxonomy first defined by Helton. One of the formal models that deals with subjective uncertainty is the Mathematical Theory of Evidence, or Dempster-Shafer Theory. This theory provides a method for combining evidencefrom different sources withoutprior knowledge of their distributions, however, it has some pitfalls caused by the non natural embodiment of the uncertainty in the results. In this paper we analyze the counter-intuitive behavior of the theory, identify the sources of the subjective uncertainty, and present a method of automatic embodiment of the uncertainty which overcomes the pitfalls, allowing its use in a broad range ofsituations.

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Decision Making in Uncertain Situations: An Extension to the Mathematical Theory of Evidence


CAMPOS, Fabio . Decision Making in Uncertain Situations. 1. ed. Boca Raton: Dissertation.com, 2006. v. 1. 123 p.

The main problem addressed by this work is how to model and combine bodies of knowledge (or evidence) while maintaining the representation of the unkowledge and of the conflict among the bodies.his is a problem with far-reaching applications in many knowledge segments, in particular for the fields of artificial intelligence, product design, decision making, knowledge engineering and uncertain probability. It must be kept in mind that knowledge based systems depend on algorithms able to relate the inputs of a system to a correct answer coming out of the knowledge-base, and both the inputs and the knowledge-base are subject to information imperfections caused by the unknowledge and the conflict.

There are several formalism to deal with knowledge representation and combination, among them the Mathematical Theory of Evidence or Dempster-Shafer Theory.This work extends the Mathematical Theory of Evidence through the adoption of a new rule for the combination of evidence and a companion set of concepts. This extension solves the counter-intuitive problems illustrated in the original theory, extends its power of expression and allows the representation of uncertainty in the results.The representation of uncertainty implies the possibility of its use in decision-making and also makes explicit the relationship between the numeric results achieved and the results from classical probability theory.

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Aplicação da técnica criativa “brainstorming clássico” na geração de alternativas na criação de games


ALVES, Hobedes ; CAMPOS, Fabio ; NEVES, A. M. M. . Aplicação da técnica criativa “brainstorming clássico” na geração de alternativas na criação de games. In: Anais do VI Simposio Brasileiro de Jogos para Computador e Entretenimento Digital, 2007, São Leopoldo. Anais do Anais do VI Simposio Brasileiro de Jogos para Computador e Entretenimento Digital, 2007. v. I.

Resumo

O “Brainstorming” é tanto o nome de uma técnica criativa para geração de alternativas, quanto o nome de uma família de técnicas criativas (uma vez que existem mais de uma dezena de variantes dele). Nesse artigo escolhemos sua variante mais comum, porém, muitas vezes empregamos de forma errônea, o “Brainstorming Clássico”e o aplicamos na geração de alternativas na criação de games a fim de demonstrar sua utilidade e viabilidade prática. Além de descrever a correta utilização dessa técnica, esse trabalho ilustra sua aplicação no game design através de um estudo de caso.

Palavras-chaves: técnicas criativas, brainstorming, metodologia de projeto, game design

Abstract

The “Brainstorming” is both the name of one of the creative technique for generation of alternatives, as it is a name of a family of creative techniques (there is tens of variants of brainstorming). In this article we choose its more common variant, however many times used with errors, the “classic Brainstorming” we apply it in the generation of alternatives for the creation of games in order to demonstrate its utility and practical viability. Besides describing the correct use of this technique, this work illustrates its application in the game design through a case study.

Keywords: creative techniques, brainstorming, project methodology, game design

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Decision Making under Subjective Uncertainty


CAMPOS, Fabio ; NEVES, A. M. M. ; CAMPELLO DE SOUZA, Fernando . Decision Making under Subjective Uncertainty. In: MCDM 2007 - First IEEE Symposium on Computational Intelligence in Multicriteria Decision Making, 2007, Honolulu. Proceedings of the MCDM 2007 - First IEEE Symposium on Computational Intelligence in Multicriteria Decision Making, 2007.

Abstract

The uncertainty may be classified into two major groups, “objective uncertainty” and “subjective uncertainty”. The subject of this article is the decision making under subjective uncertainty. One of the formal models that deal with subjective uncertainty, the Mathematical Theory of Evidence, is extended and its counter-intuitive behavior corrected, allowing the making of correct decisions in a wider range of situations than the original model.

The Mathematical Theory of Evidence, or Dempster-Shafer Theory, is a popular formalism to model someone’s degrees of belieL This theory provides a method for combining evidence from different sources without prior knowledge of their distributions, it is also possible to assign probability values to sets of possibilities rather than to single events only, and it is unnecessary to divide all the probability values among the events, once the remaining probability should be assigned to the environment and not to the remaining events, thus modeling more naturally certain classes of problems. However, it has some pitfalls caused by the non-natural embodiment of the uncertainty in the results. In this paper we present a method of automatic embodiment of the uncertainty that overcomes the aforementioned pitfalls, allowing the combination of evidence with higher degrees of conflict, and avoiding the excessive tendency toward the common possibility of otherwise disjoint hypotheses. This is accomplished by means of a new rule of combination of bodies of evidence that embodies in the numeric results the unknown belief and conflict among the evidence, naturally modeling the epistemic reasoning.

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An Extended Approach for Dempster-Shafer Theory


 CAMPOS, Fabio ; CAVALCANTE, S. V. . An Extended Approach for Dempster-Shafer Theory. In: IEEE 2003 International Conference on Information Reuse and Integration, 2003, Las Vegas. Proceedings of the 2003 IEEE International Conference on Information Reuse and Integration. Piscataway : IEEE Systems, Man, and Cybernetics Society (SMC), 2003. p. 338-344.

Abstract

The modeling of epistemic knowledge is a necessity of most systems dealing with some sort of artificial reasoning. There are several formalisms able to mathematically model someone’s degrees of belief. A very popular one is the Bayesian Theory, which is based on a prior knowledge of a probability distribution. Another model is the Theory of Evidence, or DempskrShafer Theory, which provides a method for combining evidences from different sources without prior knowledge of their distributions. In this latter method, it is possible to assign probability values to sets of possibilities rather than to single events only, and it is not needed to divide all the probability values among the events, once the remaining probability should be assigned to the environment and not to the remaining events, thus modeling more naturally certain classes of problems. There are some pitfalls however, in particular, the Dempster-Shafer Theory does not model well evidences with a high degree of conflict, and evidences with the more probable possibility disjoint but with a less probable possibility in common tend to bias the results bward the less probable hypothesis in an illogical way, assigning 100% probability to it. In this paper we present an extension of Dempster-Shafer Theory that overcome the afore mentioned pitfalls, allowing the combination of evidences with higher degrees of conflict, and avoiding the excessive tendency toward the common possibility of otherwise disjoint hypothesis. This is accomplished by means of a new rule of evidences combination that embodies the conflict among the evidences, modeling naturally the epistemic reasoning.

Keywords: DempsterShafer Theory, belief fnnctions, belief modeling, Theory of Evidence, reasoning representation.

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A First Step Towards an Epistemology of the Subjective Uncertainty: its Premises and Modeling


CAMPOS, Fabio ; NEVES, A. M. M. ; SOUZA, Rodrigo . A First Step Towards an Epistemology of the Subjective Uncertainty: its Premises and Modeling. In: FSDK”2007 - The 4th International Conference on Fuzzy Systems and Knowledge Discovery, 2007, Haikou. Proceedings of the FSDK”2007 - The 4th International Conference on Fuzzy Systems and Knowledge Discovery, 2007.

Abstract

The uncertainty may be divides it into two major groups, “objective uncertainty” and “subjective uncertainty”. The objective uncertainty has already been extensively explored in works on classic probability, but this is not the case with subjective uncertainty, a field of knowledge where there is not even a well established epistemology. In this work we show a first step towards an epistemology of the subjective uncertainty, its premises, and also a way to model them. If a system fails to model all the premises it will not be able to generically model the subjective uncertainty. This is what happens, for example, with the rules of combination until now used within the Dempster-Shafer Theory, one of the formal models that deals with subjective uncertainty.

The Dempster-Shafer Theory provides a method for combining evidence from different sources without prior knowledge of their distributions, however, it has some pitfalls caused by an incomplete modeling of the premises. In this paper we present a method that models the three subjective uncertainty premises (the explicit lack of knowledge, the conflict among the evidence, and the nonuniqueness of the assignment of belief and relative division of the belief among the hypotheses chosen), extending the Dempster-Shafer Theory, correcting its counterintuitive behavior, and allowing its use in a broad range of situations.

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