The choice of an ideal location for a dry port is a complex decision, in which the impacts generated lead to the need to consider multiple criterion, subcriterion and points of view, creating group decision problems. In such complex problems and decisions uncertainty is often present. Therefore, this study employs the Fuzzy-AHP hybrid method in order to minimize the uncertainties arising from the judgments and operation of the multicriterion method. The study involved in its approach companies and municipalities of the region of Greater Vitória in the State of Espírito Santo (ES) and its potential hinterlands. The results indicate that the planning of actions and policies aimed at regional development and organization of space can benefit from this study, because the approach proposed is adaptable to different contexts and particularities.
O conceito Smart Grid, em conjunto com as políticas tarifárias modernas empregadas no Brasil, tem possibilitado o desenvolvimento de diversos sistemas aplicados ao Gerenciamento pelo Lado da Demanda. Entretanto, os resultados encontrados na literatura apresentam condições controladas. Por exemplo, situações que envolvem cargas similares via Monitoramento Não Intrusivo, como apresentado em (PAIXÃO, 2016), que se vale de procedimentos manuais para operar uma plataforma experimental de aquisição de dados, resultando em um banco de dados restrito devido ao tempo de laboratório dedicado à coleta de tais dados. Inserindo-se nesse contexto, como contribuição principal deste artigo, apresenta-se neste artigo o desenvolvimento de um sistema que automatiza os procedimentos experimentais realizados em (PAIXÃO, 2016), proporcionando uma plataforma experimental capaz de gerar, sem a intervenção humana após iniciado o processo de aquisição, conjuntos de dados necessários para o desenvolvimento de sistemas de identificação inteligentes cada vez mais precisos e robustos.
The teaching of intelligent agents, presented in this study, was performed through the Problem Based Learning method. Pac-Man was selected as a case study. The constructive learning process was carried out through three stages, namely: (i) the implementation of basic agents, with the sole purpose of completing the route on the map; (ii) the implementation of real agents, considering the existence of ghosts; and, finally, (iii) the implementation of intelligent learning agents. As part of the knowledge building process, each new agent proposed by the student was created to solve problems found in the performance analysis of previous agents. In the first stage of development a performance improvement of 33.45% was observed from Agent 1 to Agent 6. In the second stage, considering the actual game, Agent 8 showed a performance increase of 20.49% when compared to Agent 7. In the third stage, artificial neural networks and genetic algorithms were used, which allowed us to create an agent capable of learning and completing the map alone. Thus, it was possible to prove that the selected techniques were efficient in improving the intelligence level of the agents proposed for the game in question. In addition, the use of this teaching method resulted in a greater involvement of the student with the Artificial Intelligence discipline, favoring the student's mastery in intelligent agent construction techniques, as well as contributing to his interest in this area of study.
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