Master Level Theses
Here you can find proposals for master thesis (20 CFU for each student)
Machine Learning
Title: | Reinforcement Learning in Poker | |
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Description: | In this years, Artificial Intelligence research has shifted its attention from fully observable environments such as Chess to more challenging partially observable ones such as Poker.
Up to this moment research in this kind of environments, which can be formalized as Partially Observable Stochastic Games, has been more from a game theoretic point of view, thus focusing on the pursue of optimality and equilibrium, with no attention to payoff maximization, which may be more interesting in many real-world contexts. On the other hand Reinforcement Learning techniques demonstrated to be successful in solving both fully observable problems, single and multi-agent, and single-agent partially observable ones, while lacking application to the partially observable multi-agent framework. This research aims at studying the solution of Partially Observable Stochastic Games, analyzing the possibility to combine the Opponent Modeling concept with the well proven Reinforcement Learning solution techniques to solve problems in this framework, adopting Poker as testbed. | |
Tutor: | Marcello Restelli (restelli-AT-elet-DOT-polimi-DOT-it) | |
Start: | Anytime | |
Number of students: | 1-2 | |
CFU: | 20-40 |
Affective Computing
Title: | Affective VideoGames | |
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Description: | The goal of this activity is to develop an interactive video game (Car game, Shoot them up, Strategic game ..) able to adapt its behaviour in order to maximize your enjoyment. The game will measure your excitement by analizing your biological signals, which mirror your emotional state. The system will be able to adjust some parameters (i.e difficulty of car game circuits, opponets strength ...) in order to keep you egnagemet constant: "In your flow zone!".
Project phases:
These projects allow to experiment with biological-data acquisition tools and videogames design. The project consists on the realization of one or more phases depending on the difficulty/cfu to be achieved and to the competences of the candidate(s) | |
Tutor: | Cristiano Alessandro (alessandro-AT-elet-DOT-polimi-DOT-it), Simone Tognetti (togetti-AT-elet-DOT-polimi-DOT-it) | |
Start: | Anytime | |
Number of students: | 1 to 3 | |
CFU: | 2.5 to 20 |
Title: | Affective recognition in multimedia contexts | |
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Description: | The goal of this activity is to develop an interactive multimedia application (advertisement, e-learning, reccomenadation system) able to capture your emotional state (interests, excitement, anger, joy) while whatching to images, sounds etc. The application will measure your excitement by analizing your biological signals, which mirror your emotional state. The system could be used to give feedback on the quality of multimedia content (i.e goodness of the advertisement, enjoyment of the movie ...)
Project phases:
These projects allow to experiment with biological-data acquisition tools and multimedia application design. The project consists on the realization of one or more phases depending on the difficulty/cfu to be achieved and to the competences of the candidate(s) | |
Tutor: | Cristiano Alessandro (alessandro-AT-elet-DOT-polimi-DOT-it), Simone Tognetti (togetti-AT-elet-DOT-polimi-DOT-it) | |
Start: | Anytime | |
Number of students: | 1 to 3 | |
CFU: | 2.5 to 20 |
Title: | Affective robotics | |
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Description: | The goal of this activity is to develop an rehabilitation robotic game able to capture your emotional state (interests, excitement, anger, joy, stress) while intereacting with the robot. The application will measure your excitement by analizing your biological signals, which mirror your emotional state. The system could be used to adapt the therapy (executed by the game) according to the patien's needs. We believe the quality of the theraphy is related to the subject's emotional state. The long term goal is to keep the user into a specific emotional state in order to maximize the theraphy efficacy.
Project phases:
These projects allow to experiment with biological-data acquisition tools, robots and videogame design. The project consists on the realization of one or more phases depending on the difficulty/cfu to be achieved and to the competences of the candidate(s) | |
Tutor: | Cristiano Alessandro (alessandro-AT-elet-DOT-polimi-DOT-it), Simone Tognetti (togetti-AT-elet-DOT-polimi-DOT-it) | |
Start: | Anytime | |
Number of students: | 1 to 3 | |
CFU: | 2.5 to 20 |
Title: | Driving companions | |
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Description: | The goal of this activity is to develop an application that is able to capture your emotional state (stress, attention level .. ) while driving standard cars. The application will measure the driver's stress level by analizing his biological signals, which mirror the phisiological state, and could be used to give feedbacks to the driver in dangerous situations.
Project phases:
These projects allow to experiment with biological-data acquisition tools, robots and videogame design. The project consists on the realization of one or more phases depending on the difficulty/cfu to be achieved and to the competences of the candidate(s) | |
Tutor: | Cristiano Alessandro (alessandro-AT-elet-DOT-polimi-DOT-it), Simone Tognetti (togetti-AT-elet-DOT-polimi-DOT-it) | |
Start: | Anytime | |
Number of students: | 1 to 3 | |
CFU: | 2.5 to 20 |