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Completed theses

Proposed topics

Bachelor's thesis
Automatic gamer classification based on behavioral data

Background: Behavioral data of participants of an empirical study have been recorded in the context of an interdisciplinary project in cooperation with clinical psychologists. The participants were confronted with a virtual scenario, in which they had to cope with a fire in a parking lot. Thus, physiological as well as geometrical data of 40 participants has been acquired.

Goal: In this bachelor thesis the acquired data should be analyzed with regard to the question, if the inter-individual differences derived from the questionnaires (coping behavior and emotional reactivity) systematically influenced the behaioral data. As a first step, for example, only the recorded head movements could be analzed to see, if it is possible to automatically distinguish more from less fearful participants.

Further information and contact: Christian Becker-Asano

Semester project
Implementing a virtual perception for AI-agents

Background: In order to realize an AI-project dealing with the simulation of social emotions such as guilt and shame for virtual agents, the free game engine "Unity 3D" is being used. It is planned to control virtual agents by means of a planning component, which is to be connected to the game engine based on network protocols.

Goal: This project should enable virtual agents to perceive their virtual environment similarly to how real human players would be able to do. Thus, the dynamically changing "field-of-view" as well as the occlusion have to be taken into account, before the perception data is transmitted to the planning component in a suitable format. The algorithms should not only be useful for a single agent in a static environment, but in the best case they should enable multiple agents to perceive a dynamic environment.

Previous knowledge: Basic programming experience in at least one of the languages C#, JavaScript, or Boo would be advantageous, but this can also be gained during the term of the project. In addition, expertise in the fields of "3D Computer Graphics", "Game Design" and "Network Programming" would be beneficial as well as basic knowledge of a 3D modelling tool (e.g., 3DSMax, Maya, Blender).

Further information and contact: Christian Becker-Asano

Ongoing topics

Diploma thesis
Transformation of propositional formulae into linear pseudo-Boolean constraints

Assigned to: Kai Siebold (since July 2010)

A linear pseudo-Boolean constraint (LPB) is an expression of the form a_1 l_1+...+a_m l_m ≥ d, where each l_i is a literal (it assumes the value 1 or 0 depending on whether a propositional variable x_i is true or false) and the a_1,...,a_m,d are natural numbers. The formalism can be viewed as a generalisation of a propositional clause. LPBs can be used to represent Boolean functions more compactly than the well-known conjunctive or disjunctive normal forms. E.g., the LPB 2x_1+¯x_2+x_3+x_4≥2 corresponds to the DNF x_1\/(¬ x_2/\ x_3)\/(¬ x_2/\ x_4)\/(x_3/\ x_4). Therefore, in the literature one finds several approaches of generalising techniques from SAT solving to LPBs. All these approahes assume that the LPBs arise naturally from some problem domain.

However, one might ask if it is interesting to transform arbitrary propositional formulae into a set of LPBs, so that one can then benefit from the compact representation during the SAT solving. There is an algorithm solving this problem partially: given a propositional formula representable as a single LPB, the algorithm finds this LPB.

The goal of the project is to implement this algorithm and to conduct some experiments to judge how difficult the transformation is in practice.