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Sommario Benché molti videogiochi esibiscano comportamenti apparentemente intelligenti, creando schemi di gioco sempre nuovi e imprevedibili e opponendo al giocatore antagonisti capaci di prendere decisioni autonome e adeguate ad ogni contesto di gioco, raramente tali comportamenti sono determinati da vere e proprie applicazioni di intelligenza artificiale. Questo lavoro prende in esame le possibili applicazioni di algoritmi genetici in contesti videoludici, dandone una classificazione di massima e presentando esempi concreti ...
Se la natura può essere simulata dal calcolo, come in un gioco di specchi, il calcolo può trarre ispirazione dalla natura. Un esempio è dato dagli algoritmi genetici: anche in ambito scolastico, lavorare su di essi potrebbe essere un primo passo verso una riflessione sulle dinamiche evolutive e più in generale sui fenomeni complessi; ora ciò può avvenire servendosi di un solo dispositivo che sta nel palmo di una mano
Linguaggi grafici. Mappe, 2021
Maps are one of the most widely used communicative devices in videogames, and also one of the constantly evolving and developing graphical tools in game industry products. Videogames are the first medium to combine visual dynamism and an active participatory role, and thus present a narrative model that differs from traditional media and that can be defined as a ‘spatial model’. The passage from the spectator’s position to an interactive one implies for the player a new relationship with the space, which is no longer only observable, but also explorable. Spatial awareness in the videogame, therefore, becomes a necessity both for the game designers, who have the task of ‘spatialising’ the story, and for the players, who have to understand and interpret the virtually navigated environments. This allows the cartographic and architectural language to open up to an extremely wide audience, considering that the number of gamers is now estimated at two billion. Despite maps in videogames playing a fundamental and often crucial role in many titles, they constitute an area that has not yet been fully investigated in the scientific field of drawing and visual representation. Instead, we believe it is necessary for these disciplines to contribute to the survey of videogame maps, as experiences in which drawing is used as an indispensable mode for the creation of a visual code of thought. Starting from these considerations, the research intends to offer an overview of the use of maps in videogames and the reciprocal influences and relations between them and the real physical world. Considering mapping as a complex and articulated system, the research aims to examine it by single parameters, separating its typological, functional, visual and graphical aspects. The methodology applied for the analysis of these parameters is deductive, deriving each reflection from a rich sample of videogame products played, watched from online reproductions and/or analyzed from scientific writings and auxiliary texts. The typological analysis allows us to differentiate ‘object-maps’, i.e. coinciding with the game space, from ‘interface maps’, autonomous devices supporting the game world. Videogame maps are then examined in functional terms, identifying the different tasks they can assume both in relation to narration (how they are linked to the story) and gameplay (how they are linked to game activities). In the visual analysis, instead, we define the various ways of displaying maps in the videogame, their positioning on the screen and the scale of representation. Finally, the symbolic language is investigated, distinguishing the graphic elements that compose the maps or through which the player can create their own, such as icons, waypoints, drawing (colors, brushes, lines) and textual elements.
Holland J. H., Adaptation in natural and artifi cial systems, The MIT Press, Boston 1992. Koza J., Genetic programming: on the programming of computers by means of natural selection, The MIT Press, Boston 1992. Derix C., Genetically modifi ed spaces, in Space craft, developments in architectural computing, RIBA Publishing, London, Aprile 2008. Caldas L, Norford L., A genetic algorithm tool for design optimization, Proocedings of ACADIA 1999. Statopoulos N.,Weinstock M., Advanced simulation in design, in Techniques and technologies in morphogenetic design, in "AD Architectural Design", Wiley, London, 2006. Luebkeman, K. Shea, CDO: Computational design+optimization in building practice, in "Arup Journal", n. 3, 2005. Tettamanzi A., Algoritmi evolutivi: concetti e applicazioni, in "Mondo digitale" n.1, 2005.
Il ruolo della mutazione e' stato sovente sottostimato nel campo del Calcolo Evolutivo. Inoltre poca ricerca e' stata portata avanti su mutazioni diverse dalla classica mutazione puntuale. Infatti, le versioni attuali degli Algoritmi Genetici fanno uso solo di quest'ultimo tipo di mutazione, nonostante esistano in natura molte forme diverse di questo operatore. In questo lavoro ci occupiamo di questo argomento partendo dalla definizione di due mutazioni basate sui meccanismi naturali, ossia il frame-shift e la traslocazione. Questi operatori di mutazione vengono applicati alla soluzione di diverse funzioni test senza fare uso del crossover. Un confronto con i risultati ottenuti da classici Algoritmi Genetici, sia sequenziali che paralleli, basati sul crossover, mostra l'efficacia di questi operatori.
2017
Prima parte della tesi di Diploma Accademico di II livello in Musica e Nuove Tecnologie, Conservatorio L. Cherubini di Firenze. Possibilità applicative dell'algoritmo genetico in composizione.
Zenodo (CERN European Organization for Nuclear Research), 2023
The paper presents the scientific setting of the monographic issue Algorithm. Genealogy, theory, critique. Actually, today's digital society poses the urgency of which could be the suitable theoretical-philosophical tools for a consistent reflection on the theme of the widespread diffusion of algorithms in our historical-social world. The approach of the articles of the issue is twofold. One concerns the analysis of the history of the concept of algorithm, and therefore fits into the vein of the history of ideas and at the same time, into the folds of epistemological questions that the algorithm poses within mathematical and information theories, understood in their historical evolution. The other is more directly related to the ethical and political consequences of the extensive application of algorithms in individual and social life. In the first aspect, continuity and discontinuity are shown with respect to references such as Turing or Babbage, but also to the origins of the universal calculus in Leibniz and in Modern Philosophy as well. In the second, the analyses place the topics within the framework of human-machine ethical dilemmas, as well as international guidelines on AI ethics. Here therefore a series of open questions are developed ranging from artificial empathy linked to algorithms or the future role of Machine Learning, up to the critique of 'platform capitalism', here with references to the most up-to-date critical thinking, such as Hardt, Zuboff, Ciccarelli, also by re-actualizing Marx's positions on the replacement of man by the intelligent machines.
1999
ABSTRACT This paper deals with a method of synthesis and optimization, based on the theory of genetic algorithms. This method is integrated in our parametric multibody program. We implemented some custom genetic operators which performed really well when optimizing multibody mechanical systems, allowing the solution of non-linear optimization problems whose dimensional complexity is fairly high.
2014
La tesi fornisce una chiave di lettura del rapporto che si instaura tra la biologia e la matematica, nello specificio nell'analisi della Teoria dell'Evoluzione proposta da Charles Darwin e del processo di Selezione Naturale attraverso l'utilizzo di modelli matematici forniti dalla Teoria dei giochi e la Teoria dei giochi Evolutivi
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