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Titlebook: Agents and Data Mining Interaction; 6th International Wo Longbing Cao,Ana L. C. Bazzan,Philip S. Yu Conference proceedings 2010 The Editor(

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期刊全稱Agents and Data Mining Interaction
期刊簡稱6th International Wo
影響因子2023Longbing Cao,Ana L. C. Bazzan,Philip S. Yu
視頻videohttp://file.papertrans.cn/152/151233/151233.mp4
學(xué)科分類Lecture Notes in Computer Science
圖書封面Titlebook: Agents and Data Mining Interaction; 6th International Wo Longbing Cao,Ana L. C. Bazzan,Philip S. Yu Conference proceedings 2010 The Editor(
Pindex Conference proceedings 2010
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Pilot Study: Agent-Based Exploration of Complex Data in a Hospital Environmentnter on data taken from hospital admission records, tracking patient attributes and how they relate to patient outcomes. The focus of this work is to highlight three design principles: 1) using an iterative process between the modeling of a system and the grounding of that simulation with real-world
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Multi-agent Information Retrieval in Heterogeneous Industrial Automation Environmentsss control systems, computer technology and telecommunication) leads to an increasing complexity of systems and applications. Even though integration has always been one of the major goals of automation, it is still challenging. Currently, users have to run a large number of specific software tools
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Probabilistic Modeling of Mobile Agents’ Trajectoriesctation-maximization algorithm to build a Gaussian mixture model of the spatial density of agents’ movement. On the second level, agents’ trajectories as expressed as sequences of the components of the mixture model; the sequences are subsequently used to train hidden Markov models. The trained hidd
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Clustering in a Multi-Agent Data Mining Environmentts, running several different clustering algorithms, to determine a ”best” cluster configuration. The issue of determining the most appropriate configuration is a challenging one, and is addressed in this paper by considering two metrics, total Within Group Average Distance (WGAD) to determine clust
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Time-Based Reward Shaping in Real-Time Strategy Gamesconcurrently. This problem cannot be optimally solved through general Q-learning techniques, so we propose a solution using a Semi Markov Decision Process (SMDP). We present a time-based reward shaping technique, TRS, to speed up the learning process in reinforcement learning. Especially, we show th
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