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Examensarbeten och uppsatser / Final Theses

Framläggningar på IDA / Presentations at IDA


Se även framläggningar annonserade hos ISY och ITN i Norrköping / See also presentations announced at ISY and ITN in Norrköping (in Swedish)

If nothing is stated about the presentation language then the presentation is in Swedish.

På grund av rådande distansläge kommer framläggningar våren 2020 ske på distans. Se mer information på sidan om digitala framläggningar (även länk till vänster). Vid krav på lösenord för att komma in till exjobbspresentationen, vänligen kontakta examinator för lösenord (skriv in personens namn i sökfältet uppe till höger och välj "Sök IDA-anställda" i menyn).
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Due to current distance mode thesis presentations during spring of 2020 will take place online. See more information on the page for online presentations (also link in the menu). If password is required to access the online presentation, please contact the examiner (type in the examiner's name in the search bar in the top right, and choose "Sök IDA-anställda" in the menu).

WExUpp - kommande framläggningar
  • 2021-04-23 kl 15:30 i https://liu-se.zoom.us/j/67964170159?pwd=WktBQlJTd3hQdWpRSHlwTzE4NjdTQT09

    Group Coordination between Agents using Deep Reinforcement Learning

    Författare: Johan Karlsson
    Opponent: Jonathan Lundgren
    Handledare: Johan Källström
    Examinator: Fredrik Heintz
    Nivå: Avancerad (30hp)

    Intelligent computer controlled entities can help facilitate research, for example by substituting human controllers. Currently, Reinforcement Learning (RL) show great potential as a tool for researchers to use in complex and difficult problems. However, training time and final behavior of the RL algorithms is heavily dependent on the basic premises of the agents; and on the used algorithms themselves. End-to-end training, that is using raw input data only, is often intractable and simplifications or extensions need to be made to achieve desired behavior without limitless resources. Two different RL algorithms were studied, Deep Deterministic Policy Gradient (DDPG) and Proximal Policy Optimization (PPO), in a 2D multiagent simulator that included non-convex obstacles and limited sensor perception. Desired behavior was movement along a path as a group while avoiding complex obstacles using only a range finder sensor and self-state sensor to perceive their surroundings. Additionally, the usage of extended perception capabilities and demonstrations from an expert model was evaluated in terms of achieved behavior after a set timelimit. It was clear that expert initialization was useful; even using a rudimentary expert lead to better behavior, although considerably slower for PPO. Supplementary input in terms of immediate perception of other agents and the location of the path also helped; for DDPG it was crucial for stable learning.

  • 2021-04-27 kl 12:15 i https://liu-se.zoom.us/j/68814966888?pwd=WXZPc2IzbENOcndpTndreWhvc083Zz09

    Evaluating CNN-based Models for Unsupervised Image Denoising

    Författare: Johan Lind
    Opponent: Carl Brage
    Handledare: Jonas Wallgren
    Examinator: Cyrille Berger
    Nivå: Avancerad (30hp)

    Images are often corrupted by noise which reduces their visual quality and interferes with analysis. Convolutional Neural Networks (CNNs) have become a popular method for denoising images, but their training typically relies on access to thousands of pairs of noisy and clean versions of the same underlying picture. Unsupervised methods lack this requirement and can instead be trained purely using noisy images.
    This thesis evaluated two different unsupervised denoising algorithms: Noise2Self (N2S) and Parametric Probabilistic Noise2Void (PPN2V), both of which train an internal CNN to denoise images.
    Four different CNNs were tested in order to investigate how the performance of these algorithms would be affected by different network architectures.
    The testing used two different datasets: one containing clean images corrupted by synthetic noise, and one containing images damaged by real noise originating from the camera used to capture them.
    Two of the networks, UNet and a CBAM-augmented UNet resulted in high performance competitive with the strong classical denoisers BM3D and NLM.
    The other two networks - GRDN and MultiResUNet - on the other hand caused performance ranging from poor to decent depending on the metric and dataset used.

  • 2021-04-28 kl 10:15 i https://teams.microsoft.com/dl/launcher/launcher.html?url=%2F_%23%2Fl%2Fmeetup-join%2F19%3Ameeting_MDU4YmJlMjktOGQ5Zi00ZTVkLWI4NGYtYjRjZjNlODg2OWE5%40thread.v2%2F0%3Fcontext%3D%257b%2522Tid%2522%253a%2522913f18ec-7f26-4c5f-a816-784fe9a58edd%2522%252c%2522Oid%2522%253a%252263f9fe05-f889-45bb-bbea-497c2e74fc9b%2522%257d%26anon%3Dtrue&type=meetup-join&deeplinkId=b93e75db-2031-4798-abcd-70f0ef0be1c5&directDl=true&msLaunch=true&enableMobilePage=true&suppressPrompt=true

    Game developement using ML - creating a space shooter using Unity-ML toolkit and game design concepts

    Författare: Simon Wikström
    Opponent: Adam Lager
    Handledare: Erik Berglund
    Examinator: Anders Fröberg
    Nivå: Grundnivå (16hp)

    A.I is growing rapidly within lots of industries and the gaming industry is no exception, ranging from reusable A.I brains and behaviours to procedural generated content (PCG) and more. Most often the A.I agent only has one specific goal: produce content, meet a winning condition by eliminating a player or something similar. This thesis strives to examine if it is possible to design an A.I agent with contradictory assignments within a space-shooter environment. Instead of eliminating the player within the shortest amount of time possible, the A.I agent will eliminate the player over time and extend the playing session, simultaneously working with and against the player. To achive the desired effect, Unity M-L toolkit has been used to train an A.I agent using proximal policy optimization (PPO). The produced A.I agent behaves in an acceptable fashion but would require more work to fully behave as intended. This work lays a foundation for creating an A.I to be used within a space-shooter game and suggests how to further develop the A.I agent using game designing concepts.

  • 2021-05-03 kl 10:15 i https://teams.microsoft.com/dl/launcher/launcher.html?url=%2F_%23%2Fl%2Fmeetup-join%2F19%3Ameeting_NTViZjczMmMtYzZmOC00MTRkLWJhMDktYzNlNWU5OTNjOWNl%40thread.v2%2F0%3Fcontext%3D%257b%2522Tid%2522%253a%2522913f18ec-7f26-4c5f-a816-784fe9a58edd%2522%252c%2522Oid%2522%253a%252263f9fe05-f889-45bb-bbea-497c2e74fc9b%2522%257d%26anon%3Dtrue&type=meetup-join&deeplinkId=6e430788-7b84-4cf3-ae2f-648e0621a471&directDl=true&msLaunch=true&enableMobilePage=true&suppressPrompt=true

    Design of a system for visualizing trends and behaviors based on customer data

    Författare: Oskar Andersson
    Opponent: Erik Westerlund
    Handledare: Erik Berglund
    Examinator: Anders Fröberg
    Nivå: Grundnivå (16hp)

    Big amounts of data are produced every day in companies. By analyzing and visualizing the data a lot of insights can be gained. The company Solution Xperts wanted to create a system that could import and visualize Big Data. In this work a system was created and evaluated. This work shows that it can be difficult to visualize Big Data, but when a system is created it can easily be adapted to data coming from different companies and provide a lot of value to companies and organizations.

  • 2021-05-11 kl 10:00 i Veoneer

    Cyber-security of advanced autonomous automotive systems from a sensor perspective

    Författare: Christopher Peters
    Opponent: Simon Gustavsson
    Handledare: Niklas Carlsson
    Examinator: Andrei Gurtov
    Nivå: Avancerad (30hp)



Page responsible: Ola Leifler
Last updated: 2020-06-11