INTELIGENCIA EN REDES DE COMUNICACIONES Trabajos De La Asignatura Curso 11-12

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INTELIGENCIA EN REDES DE COMUNICACIONES Trabajos De La Asignatura Curso 11-12 INTELIGENCIA EN REDES DE COMUNICACIONES Trabajos de la asignatura Curso 11-12 Departamento de Ingeniería Telemática Universidad Carlos III de Madrid INTELIGENCIA EN REDES DE COMUNICACIONES Trabajos de la asignatura Curso 11-12 Julio Villena Román Raquel M. Crespo García Departamento de Ingeniería Telemática Universidad Carlos III de Madrid {jvillena, rcrespo}@it.uc3m.es ÍNDICE 1. El coche inteligente. .................................................................. 1 Daniel Asegurado Turón Si alguna vez has soñado con tener un coche como KITT, el coche fantástico, ese sueño podría hacerse realidad en un futuro no muy lejano. El sueño del coche fantástico es una realidad que está emergiendo con fuerza en varios países, incluido España. El objetivo del presente documento es realizar un recorrido por la historia del automóvil hasta llegar a los considerados coches inteligentes, donde nos detendremos a analizar los diferentes proyectos que trabajan con esta idea. Palabras clave: Coche autónomo, automatización de vehículos, autoconducción, Mecatrónica, radar, LIDAR, GPS, visión artificial, eye tracking, estereoscopía. 2. Sistemas expertos: MYCIN ...................................................... 11 Ainhoa Sesmero Fernández, Sandra Pinero Sánchez En este documento se explica lo que es un sistema experto, sus principales usos y en concreto hablaremos del sistema MYCIN. Uno de los primeros sistemas expertos para la detección y tratamiento de enfermedades de la sangre. Palabras clave: Sistemas expertos (SE), aplicaciones en medicina, MYCIN, medicina, organismos, conocimiento. - i - 3. Diseño e implementación de un agente inteligente Mario A.I. .. 19 Yuchen Du, Virginia Izquierdo Bermúdez En este artículo se detalla el diseño y la implementación de un agente inteligente capaz de jugar al videojuego de Mario así cómo las técnicas utilizadas para este diseño. Palabras clave: Árbol de decisión, agente inteligente, Mario, enemigos, agente, inteligencia, escenario. 4. Jugador virtual de póker Texas Hold’em ................................. 29 Alberto Álvarez Polegre, Lucas Bernalte Pérez, David Díaz Chinea El póquer es un juego de cartas de los llamados de "apuestas", en los que los jugadores, con todas o parte de sus cartas ocultas, hacen apuestas sobre una puja inicial, recayendo la suma total de las apuestas en el jugador o jugadores con la mejor combinación de cartas. Este trabajo hace un diseño de un jugador virtual de póker Texas Hold’em. Palabras clave: Póker, Texas Hold’em, probabilidad, jugada, mano, estrategia. 5. Inteligencia artificial en el mundo de la aviación ..................... 37 Daniel Ruesga Ibañez, Hector Molla Ruiz En este documento vamos a realizar un estudio del impacto que ha tenido la inteligencia artificial en el mundo de la aviación moderna. Nos centraremos de forma especial en los sistemas de pilotaje automático disponibles en los aviones y su avance hasta los vehículos no tripulados (UAVS). Palabras clave: Sistemas expertos, aviación, piloto automático, navegación, vuelo, UAV. 6. Sistemas Expertos en meteorología ......................................... 45 Carlos Lentisco Sánchez, Tania Romero Rodríguez Las aplicaciones basadas en inteligencia artificial son innumerables y van desde la biomedicina o educación hasta la predicción de las condiciones meteorológicas que realizan los sistemas expertos, objeto de estudio y razón de ser de este documento. Esta es la razón que justifica la búsqueda del ser humano por predecir fiablemente las condiciones meteorológicas. A lo largo de este documento nos introduciremos más en los sistemas expertos repasando su evolución histórica hasta nuestros días para abordar posteriormente y con mayor profundidad un ejemplo de estos sistemas. Centrándonos en el sistema Prometeo. Palabras clave: Inteligencia, meteorología, sistemas expertos, predicción meteorológica. - ii - 7. Traducción automática. Técnicas y aplicaciones ...................... 53 Isabel Cuadrado Gutiérrez, David Ferrer Figueroa En este texto se aborda un tema de gran relevancia en la actualidad, el concepto de la traducción automática. Se analizará esta área desde su origen hasta la actualidad, tratando la evolución de las distintas técnicas empleadas para obtener la mayor calidad posible en las traducciones. Asimismo, en el trrabajo se hace un breve repaso a las aplicaciones más utilizadas y al desarrollo futuro previsto en este campo teniendo en cuenta, entre otros factores, la rentabilidad del negocio y la calidad de la traducción. Palabras clave: Inteligencia artificial, Traducción automática, algoritmo de corpus. 8. Resolución de Puzzles Deslizantes ........................................... 61 Lara Rojo Celemín, Iván Suárez Morejudo En 1878, Sam Loyd daba un premio de $1.000 a quien fuera capaz de resolver su famoso 14-15 Puzzle. Se trataba de un puzzle deslizante de 16 piezas que no tenía solución, lo que hizo que muchas personas se volvieran locas tratando de resolverlo. En este trabajo tratamos de presentar diferentes algoritmos para resolver el 15-Puzzle desde el punto de vista de la Inteligencia Artificial. Para ello, utilizamos el algoritmo de búsqueda en árboles A*, del que daremos una visión general que luego particularizaremos a nuestro caso del 15-Puzzle. Aunque en este trabajo sólo nos hemos centrado en resolver el rompecabezas de 16 piezas, los algoritmos explicados pueden utilizarse para resolver cualquier puzzle deslizante n x n con solución. Palabras clave: Puzzles, Algoritmos, permutaciones pares, heurística, Inteligencia Artificial, resolución humana, puzzles deslizantes, 15-puzzle, Sam Loyd, Algoritmo A*, herística, Turing. 9. Desarrollo de un agente autónomo jugador de Super Mario .... 70 Adrián Amor Martín, Cristina García Muñoz En este documento se va a detallar cómo realizar un agente, basado en árboles de decisión, que sea capaz jugar de forma autónoma al juego Super Mario en el marco del concurso Mario AI 2011. Palabras clave: Agente, árboles de decisión, inteligencia artificial, Super Mario. 10. Implementación de un Agente para un jugador de Mario A.I. .. 78 Alejandro Pérez Cruz, David de la Horra Iglesias En este documento presentamos una posible implementación de un agente que pueda jugar al juego SuperMario Bross. con una cierta inteligencia autónoma. - iii - Palabras clave: Algoritmos de búsqueda, lenguaje de programación Java, diseño e implementación de un agente, búsqueda, inteligencia artificial, agentes. 11. Robot de Robocode ................................................................. 86 Felipe Llinares López, Juan José Torres García En esta memoria describimos una implementación que hemos realizado de un robot de competición para el programa Robocode. Palabras clave: Algoritmos, Rendimiento, Diseño, Robocode. 12. Minería de Datos .................................................................... 94 Óscar Palomo Miñambres En este artículo analizaremos las ideas básicas que sustentan el Data Mining y, más concretamente, la utilización de árboles de decisión como herramienta estadística avanzada. Presento también un ejemplo ficticio de la aplicación de estas técnicas: predecir clientes que tienen un alto porcentaje de impagos. Palabras clave: Minería de Datos, árboles de decisión, impagos, predicción. - iv - El coche inteligente En busca de mayor seguridad, sostenibilidad y confort Daniel Asegurado Turón Universidad Carlos III de Madrid Leganés, Madrid, España [email protected] RESUMEN Durante muchos años, esta idea del automóvil no ha sido más que Si alguna vez has soñado con tener un coche como KITT, el coche mera ciencia ficción. Sin embargo, la realidad hoy es bien fantástico, ese sueño podría hacerse realidad en un futuro no muy diferente. En los casi treinta años que separan la emisión de la lejano. El sueño del coche fantástico es una realidad que está legendaria serie de la actualidad, se han realizado grandes emergiendo con fuerza en varios países, incluido España. El progresos en el estudio del coche inteligente. Organismos objetivo del presente documento es realizar un recorrido por la oficiales, como la Unión Europea, fabricantes de automóviles, historia del automóvil hasta llegar a los considerados coches como Volvo, o incluso compañías de otros sectores ajenos al inteligentes, donde nos detendremos a analizar los diferentes motor, como es el caso de Google, se han lanzado a la carrera por proyectos que trabajan con esta idea. conseguir el coche del futuro. ¿Cuál es el interés por obtener un coche de estas características? Palabras clave Siguiendo con la analogía del coche fantástico, el principal interés Coche autónomo, automatización de vehículos, autoconducción, sigue siendo salvar vidas. Mientras que KITT se preocupaba de Mecatrónica, radar, LIDAR, GPS, visión artificial, eye tracking, salvarle la vida a su compañero Michael, el objetivo de los estereoscopía organismos institucionales como la Unión Europea es reducir el número de muertes al volante. Según la DGT [1], en el primer semestre de 2011 ya se contabilizaban 986 víctimas mortales por 1. INTRODUCCION accidentes en la carretera (no están incluidas las víctimas de Todos hemos tenido envidia del mítico Michael Knight cuando, lesiones graves o leves en el total de accidentes). En cifras con sólo una orden de voz llamaba a KITT, su coche fantástico, relativas, en Europa murieron 62 personas por millón de para que le fuese a recoger allá donde se encontrase. KITT no sólo habitantes el pasado 2010, según el informe del ETSC sobre era capaz de conducir autónomamente, sino que era
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