Designing machine learning frameworks for intelligence and gamification research / Nordin Abu Bakar

In the era of big data analytic, describing structural pattern in data has been the fore front of many research themes. By defining the data, machines (or computers) will be able to create information and later on transform it into knowledge. The knowledge will be stored, used, referred, postulated...

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Main Author: Abu Bakar, Nordin
Format: Thesis
Language:English
Published: 2016
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Online Access:https://ir.uitm.edu.my/id/eprint/40336/1/40336.pdf
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spelling my-uitm-ir.403362022-04-14T01:13:53Z Designing machine learning frameworks for intelligence and gamification research / Nordin Abu Bakar 2016-10 Abu Bakar, Nordin Game theory In the era of big data analytic, describing structural pattern in data has been the fore front of many research themes. By defining the data, machines (or computers) will be able to create information and later on transform it into knowledge. The knowledge will be stored, used, referred, postulated and reasoned with. Those activities define learning in its own specific domain and context. The more important thing, however, is how beneficial these activities are to humans. The end product of learning that could establish the relationships between knowledge and intelligence. Better knowledge produces good performance which will gradually enable a system to make intelligent decisions. The central part of this subject is described in terms of frameworks or algorithms that explains how to achieve better performance. These are the main issues being explored and discussed in this research. As artificial intelligence (AI) is a very wide subject, two specific areas are chosen to illustrate the practical usage of machine learning frame-works. For the first part, intelligence embedded system has been utilised to improve performance and .secondly, tackling the issues in games and gamification technology. Machine learning frameworks have been utilised to facilitate intelligence as operational mechanism in intelligence embedded system such as learning system, prediction protocol and robot navigation system. A concept learning program (DeJong) is presented with both a description of the feature space and a set of correctly classified examples of the concepts, and is expected to generate a reasonably accurate description of the unknown concepts. Nordin & Faridah (2015) devised genetic framework to predict the strength of medium density fibreboard to skip some of the strength tests. Hagras et al. formulated Fuzzy-Genetic technique to adapt the learning behaviour of an autonomous mobile robot in unstructured and changing environments. 2016-10 Thesis https://ir.uitm.edu.my/id/eprint/40336/ https://ir.uitm.edu.my/id/eprint/40336/1/40336.pdf text en public phd doctoral Universiti Teknologi MARA Faculty of Computer and Mathematical Sciences
institution Universiti Teknologi MARA
collection UiTM Institutional Repository
language English
topic Game theory
spellingShingle Game theory
Abu Bakar, Nordin
Designing machine learning frameworks for intelligence and gamification research / Nordin Abu Bakar
description In the era of big data analytic, describing structural pattern in data has been the fore front of many research themes. By defining the data, machines (or computers) will be able to create information and later on transform it into knowledge. The knowledge will be stored, used, referred, postulated and reasoned with. Those activities define learning in its own specific domain and context. The more important thing, however, is how beneficial these activities are to humans. The end product of learning that could establish the relationships between knowledge and intelligence. Better knowledge produces good performance which will gradually enable a system to make intelligent decisions. The central part of this subject is described in terms of frameworks or algorithms that explains how to achieve better performance. These are the main issues being explored and discussed in this research. As artificial intelligence (AI) is a very wide subject, two specific areas are chosen to illustrate the practical usage of machine learning frame-works. For the first part, intelligence embedded system has been utilised to improve performance and .secondly, tackling the issues in games and gamification technology. Machine learning frameworks have been utilised to facilitate intelligence as operational mechanism in intelligence embedded system such as learning system, prediction protocol and robot navigation system. A concept learning program (DeJong) is presented with both a description of the feature space and a set of correctly classified examples of the concepts, and is expected to generate a reasonably accurate description of the unknown concepts. Nordin & Faridah (2015) devised genetic framework to predict the strength of medium density fibreboard to skip some of the strength tests. Hagras et al. formulated Fuzzy-Genetic technique to adapt the learning behaviour of an autonomous mobile robot in unstructured and changing environments.
format Thesis
qualification_name Doctor of Philosophy (PhD.)
qualification_level Doctorate
author Abu Bakar, Nordin
author_facet Abu Bakar, Nordin
author_sort Abu Bakar, Nordin
title Designing machine learning frameworks for intelligence and gamification research / Nordin Abu Bakar
title_short Designing machine learning frameworks for intelligence and gamification research / Nordin Abu Bakar
title_full Designing machine learning frameworks for intelligence and gamification research / Nordin Abu Bakar
title_fullStr Designing machine learning frameworks for intelligence and gamification research / Nordin Abu Bakar
title_full_unstemmed Designing machine learning frameworks for intelligence and gamification research / Nordin Abu Bakar
title_sort designing machine learning frameworks for intelligence and gamification research / nordin abu bakar
granting_institution Universiti Teknologi MARA
granting_department Faculty of Computer and Mathematical Sciences
publishDate 2016
url https://ir.uitm.edu.my/id/eprint/40336/1/40336.pdf
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