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  <title>DSpace Coleção:</title>
  <link rel="alternate" href="https://ri.ufs.br/jspui/handle/riufs/193" />
  <subtitle />
  <id>https://ri.ufs.br/jspui/handle/riufs/193</id>
  <updated>2026-05-20T20:14:19Z</updated>
  <dc:date>2026-05-20T20:14:19Z</dc:date>
  <entry>
    <title>Using CafeOBJ to implement a reduction strategy in the context of hardware/software partitioningUsing CafeOBJ to implement a reduction strategy in the context of hardware/software partitioningUsing CafeOBJ to implement a reduction strategy in the context of hardware/software partitioning</title>
    <link rel="alternate" href="https://ri.ufs.br/jspui/handle/riufs/1106" />
    <author>
      <name>Silva, André Luís Meneses</name>
    </author>
    <author>
      <name>Menezes, Manoel Messias</name>
    </author>
    <author>
      <name>Silva, Leila</name>
    </author>
    <id>https://ri.ufs.br/jspui/handle/riufs/1106</id>
    <updated>2014-09-01T20:40:39Z</updated>
    <published>2004-05-01T00:00:00Z</published>
    <summary type="text">Título: Using CafeOBJ to implement a reduction strategy in the context of hardware/software partitioningUsing CafeOBJ to implement a reduction strategy in the context of hardware/software partitioningUsing CafeOBJ to implement a reduction strategy in the context of hardware/software partitioning
Autor(es): Silva, André Luís Meneses; Menezes, Manoel Messias; Silva, Leila
Abstract: The focus of this work is hardware/software partitioning verification. The approach uses occam as specification and reasoning language. The partitioned system is derived from the original de- scription of the system by applying transformation rules, all of them proved from the basic laws of occam. The aim of this work is to show how the rewriting system CafeOBJ can be used to automatically prove the partitioning rules, as well as to implement the reduction strategy that guides the application of these rules. In this way, rewriting systems can be regarded as supporting tools for the construction of partitioning environments, whose emphasis is correctness.</summary>
    <dc:date>2004-05-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Navegação autônoma de robôs baseada em técnicas de mapeamento e aprendizagem de máquina</title>
    <link rel="alternate" href="https://ri.ufs.br/jspui/handle/riufs/704" />
    <author>
      <name>Benicasa, Alcides Xavier</name>
    </author>
    <id>https://ri.ufs.br/jspui/handle/riufs/704</id>
    <updated>2013-10-22T23:32:49Z</updated>
    <published>2012-01-01T00:00:00Z</published>
    <summary type="text">Título: Navegação autônoma de robôs baseada em técnicas de mapeamento e aprendizagem de máquina
Autor(es): Benicasa, Alcides Xavier
Abstract: Este artigo tem como objetivo principal apresentar um método de navegação autônoma para robôs móveis utilizando uma arquitetura híbrida, composta por técnicas probabilísticas de mapeamento e aprendizado por reforço. O robô deverá aprender inicialmente os limites do ambiente e como se locomover de forma inteligente entre pontos distintos. Para a simulação do ambiente foram utilizados os softwares Player/Stage, que tornaram possível veriﬁcar o comportamento do robô móvel através do mapa utilizado. O método de mapeamento utilizado para a representação do ambiente foi baseado em grade de ocupação que, a seguir, foi utilizado para delimitar o ambiente no processo de aprendizado por reforço. As técnicas de aprendizado Q-Learning e R-Learning foram implementadas e comparadas. Os métodos demonstraram a capacidade de aprendizado pelo robô de forma a cumprir com sucesso os objetivos deste trabalho._____________________________________________________________________________________________ ABSTRACT: This article presents a method of autonomous navigation for mobile robots using a&#xD;
hybrid architecture, composed of mapping and probabilistic techniques of reinforcement learning&#xD;
(RL). The robot must first learn the limits of the environment and how to move intelligently between&#xD;
distinct points. For the simulation environment we used the software Player and Stage, which made&#xD;
it possible to verify the behavior of the mobile robot used across the map. The mapping method used&#xD;
for the representation of the environment was based on grade of occupation, then was used to define&#xD;
the environment in the process of reinforcement learning. The both learning techniques Q-Learning&#xD;
and R-Learning have been implemented and compared. The methods demonstrated the ability of&#xD;
learning by the robot in order to successfully accomplish the goals of this work.</summary>
    <dc:date>2012-01-01T00:00:00Z</dc:date>
  </entry>
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