Antonio Fernández Ares

Antonio Fernández Ares
University of Granada | UGR · Department of Architecture and Computer Technology

Computer Science

About

29
Publications
7,646
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307
Citations
Additional affiliations
July 2013 - present
University of Granada
Position
  • Researcher

Publications

Publications (29)
Article
Full-text available
The game Starcraft is one of the most interesting arenas to test new machine learning and computational intelligence techniques; however, StarCraft matches take a long time and creating a good dataset for training can be hard. Besides, analyzing match logs to extract the main characteristics can also be done in many different ways to the point that...
Conference Paper
Full-text available
Measuring protests is an area of interest, as the amount of protesters is proportional to the success of the protest. Nevertheless, current methods of measurement are in counting heads in photos. In this paper using smart devices detection in a protest to measure the amount of people in the journey it is proposed. In order to do so, the Mobywit Sys...
Article
Full-text available
This paper describes the application of a Wireless Traffic Monitoring and Tracking system in the Spanish city of Granada, as an approach for addressing important tasks in the field of Smart Traffic. To this end, several nodes of the so-called MOBYWIT system have been deployed at important urban points. They collect real-time vehicles’ movement info...
Article
This paper presents a novel mobility monitoring system and some of its applications to address problems that would be solved in a Smart City, such as the optimization of traffic flows in terms of trip-time and security (Smart Traffic), and the improvement of security or energetic issues inside buildings. The system tracks the movement of people and...
Article
When a new book is launched the publisher faces the problem of how many books should be printed for delivery to bookstores; printing too many is the main issue, since it implies a loss of investment due to inventory excess, but printing too few will also have a negative economic impact. In this paper, we are tackling the problem of predicting total...
Article
Finding the global best strategy for an autonomous agent (bot) in a RTS game is a hard problem, mainly because the techniques applied to do this must deal with uncertainty and real-time planning in order to control the game agents. This work describes an approach applying a Genetic Programming (GP) algorithm to create the behavioural engine of bots...
Conference Paper
Detecting congestions on streets is one of the main issues in the area of smart cities. Regular monitoring methods can supply information about the number of vehicles in transit and thus the saturation of the streets, but they are usually expensive and intrusive with respect to the road. In recent years a new trend in traffic detection has arisen,...
Article
Full-text available
This paper presents a mobility monitoring system, based on the detection of Bluetooth and WiFi signals emitted by personal portable devices. The work also describes its possibilities of tracking in two real scenarios, one inside the Spanish city of Granada, and another one in a highway between Granada and Málaga, both with several detection nodes....
Conference Paper
Although performance is important, several other issues should be taken into account when choosing a particular language for implementing an evolutionary algorithm, such as the fact that the speed of different languages when carrying out an operation will depend on several factors, including the size of the operands, the version of the language and...
Conference Paper
Full-text available
This paper proposes an evolutionary algorithm for evolving game bots that eschews an explicit fitness function using instead a match between individuals called joust and implemented as a selection mechanism where only the winner survives. This algorithm has been designed as an optimization approach to generate the behavioural engine of bots for the...
Chapter
Full-text available
In most computer games as in life, the outcome of a match is uncertain due to several reasons: the characters or assets appear in different initial positions or the response of the player, even if programmed, is not deterministic; different matches will yield different scores. That is a problem when optimizing a game-playing engine: its fitness wil...
Chapter
Full-text available
In many optimization processes, the fitness or the considered measure of goodness for the candidate solutions presents uncertainty, that is, it yields different values when repeatedly measured, due to the nature of the evaluation process or the solution itself. This happens quite often in the context of computational intelligence in games, when eit...
Article
Full-text available
Companies and particularly their Chief Security Officers (CSOs) want to ensure that their Security Policies are followed, but this becomes a difficult goal to achieve at the point employees are able to use, or bring, their personal devices at work, in a practice that has been named "Bring Your Own Device" (BYOD). Since this BYOD philosophy is being...
Conference Paper
Full-text available
Evolutionary Algorithms (EAs) are frequently used as a mechanism for the optimization of autonomous agents in games (bots), but knowing when to stop the evolution, when the bots are good enough, is not as easy as it would a priori seem. The first issue is that optimal bots are either unknown (and thus unusable as termination condition) or unreachab...
Article
Full-text available
Evolutionary Algorithms (EAs) are frequently used as a mechanism for the optimization of autonomous agents in games (bots), but knowing when to stop the evolution, when the bots are good enough, is not as easy as it would a priori seem. The first issue is that optimal bots are either unknown (and thus unusable as termination condition) or unreachab...
Conference Paper
Full-text available
The design of the Artificial Intelligence (AI) engine for an autonomous agent (bot) in a game is always a difficult task mainly done by an expert human player, who has to transform his/her knowledge into a behavioural engine. This paper presents an approach for conducting this task by means of Genetic Programming (GP) application. This algorithm is...
Conference Paper
Full-text available
This paper presents an approach based in an evolutionary algorithm, aimed to improve the behavioral parameters which guide the actions of an autonomous agent (bot) inside the real-time strategy game, Planet Wars. The work describes a co-evolutionary implementation of a previously presented method GeneBot, which yielded successful results, but focus...
Conference Paper
Full-text available
This work presents the results obtained from comparing different tree depths in a Genetic Programming Algorithm to create agents that play the Planet Wars game. Three different maximum levels of the tree have been used (3, 7 and Unlimited) and two bots available in the literature, based on human expertise, and optimized by a Genetic Algorithm have...
Chapter
Full-text available
Current information systems used for data collection and to generate information on the state of the roads have two drawbacks: the first is that they have no ability to identify target-detected vehicles; the second is their high cost, which makes them expensive to cover the secondary road network, so they are usually located just on main routes. Th...
Conference Paper
Full-text available
In most computer games as in life, the outcome of a match is uncertain due to several reasons: the characters or assets appear in different initial positions or the response of the player, even if programmed, is not deter-ministic; different matches will yield different scores. That is a problem when optimizing a game-playing engine: its fitness wi...
Conference Paper
Full-text available
This paper presents a proposal for a fast on-line map analysis for the RTS game Planet Wars in order to define specialized strategies for an autonomous bot. This analysis is used to tackle two constraints of the game, as featured in the Google AI Challenge 2010: the players cannot store any information from turn to turn, and there is a limited acti...
Article
Full-text available
This paper investigates the performance and the results of an evolutionary algorithm (EA) specifically designed for evolving the decision engine of a program (which, in this context, is called bot) that plays Planet Wars. This game, which was chosen for the Google Artificial Intelligence Challenge in 2010, requires the bot to deal with multiple tar...
Conference Paper
Full-text available
This work describes an evolutionary algorithm (EA) for evolving the constants, weights and probabilities of a rule-based decision engine of a bot designed to play the Planet Wars game. The evaluation of the individuals is based on the result of some non-deterministic combats, whose outcome depends on random draws as well as the enemy action, and is...
Conference Paper
Full-text available
This work describes an evolutionary algorithm (EA) for evolving the constants, weights and probabilities of a rule-based decision engine of a bot designed to play the Planet Wars game. The evaluation of the individuals is based on the result of some non-deterministic combats, whose outcome depends on random draws as well as the enemy action, and is...
Conference Paper
Full-text available
This paper proposes an Evolutionary Algorithm for fine-tuning the behavior of a bot designed for playing Planet Wars, a game that has been selected for the the Google Artificial Intelligence Challenge 2010. The behavior engine of the proposed bot is based on a set of rules established by means of heuristic experimentation, followed by the applicati...
Conference Paper
Full-text available
This paper describes an Evolutionary Algorithm for evolving the decision engine of a bot designed to play the Planet Wars game. This game, which has been chosen for the Google Artificial Intelligence Challenge in 2010, requires that the artificial player is able to deal with multiple objectives, while achieving a certain degree of adaptability in o...

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