Please see below for a list of possible BSc or MSc topics. If you already have a clear vision on what your thesis project could look like – and you think it aligns well with our research interests – then please feel free to contact us to talk about your own ideas.
Click here for a list of tags used belowThe following tags give a quick overview of the type of topic:
- #BSc suitable for a bachelor thesis
- #MSc suitable for a master thesis
- #Intership suitable for an internship
- #application writing a control program to solve a problem on hardware
- #hardware includes building new hardware
- #theory should extend the mathematical model or deliver proofs
- #simulation writing a control program to solve a problem in simulation
Tree Learning Search
#MSc #Monte-Carlo Tree Search #Decision Tree Induction #Robotics
Click for detailsMonte-Carlo Tree Search (MCTS) is a best-first search technique that estimates game tree node values based on the results from simulated gameplay. It replaces exhaustive search through the game tree with well founded sampling techniques and has been quite successful in games difficult for computer AI’s like Go and Poker. However, MCTS can not deal with continuous action and state spaces and requires a priori discretization of both to be applicable. The recently developed idea of Tree Learning Search uses techniques from data stream mining to automatically discretize the environment. Although initial results in one-step optimization problems (such as function maximization) have been promising, it is still unclear how to make full use of collected samples in multi-step problems.
Focus: In this project you will investigate how Tree Learning Search can re-use experience in multi-step optimization problems. In a first step you will need to familiarize yourself with Tree Learning Search, its current issues with multi-step problems and some recently described but so far untested information re-use schemes. Any developed/implemented techniques will be evaluated in a combination of abstract and concrete simulated environments or a small robotic system: Squiggle Car and possibly a Texas Hold’em Poker Bot.
Bayesian Belief Network for Robots
#BSc #MSc #application #robots (contact Karl Tuyls, Sjriek Alers, Nyree Lemmens)
Click for detailsFor more information, mail Karl Tuyls.
Routing in MANETS
#MSc #application (contact Nyree Lemmens)
Click for detailsRobot Vision for e-pucks
reserved! (Stefan May) #BSc #MSc #internship #application #robots (contact Sjriek Alers, Nyree Lemmens)
Click for detailsSwarm Intelligence mechanisms depend on environmental information. Since the e-pucks are not able to deposit pheromone (for example, like ants do), they have to depend on different environmental clues. For this project you will use the on-board e-puck camera to detect key environmental locations in order to store information (e.g., directional information).
Position Determination by Triangulation of Audio and Wireless Signals
#BSc #internship #application #robots (contact Sjriek Alers, Nyree Lemmens)
Click for detailsInter-robot position detection via IR can be inaccurate depending on many things, such as, light interference, robot positioning, sensor density. To improve position determination additional on-board sensors can be used such as, microphones and RF signals. It’s the student’s job to create a positioning library for the e-puck.
Robot Management System
#BSc #internship #application #robots (contact Steven de Jong, Sjriek Alers, Nyree Lemmens)
Click for detailsDatabase system for keeping track of e-puck robots for educational tasks. For more information mail Steven de Jong.
Coordination and Cooperation between E-pucks
#BSc #MSc #application #robots (contact Sjriek Alers, Nyree Lemmens)
Click for detailsA single e-puck is not equipped to handle large objects. Moreover, even if it moves an object, it does so uncoordinated. The student’s task will be to think of ways (and implement them) to let multiple e-pucks coordinate and cooperate to complete such a task.
Kinect Gesture Control
#MSc #internship #application #robots (contact Daniel Hennes, Sjriek Alers, Daan Bloembergen)
Click for detailsAutonomy of and interaction with Telepresence robots. Gesture recognition, navigation based on gestures, navigation based on kinect sensors (e.g., laser scanner).
Analyzing interactive learning
#BSc #MSc #simulation #theory (contact Michael Kaisers)
Click for detailsEnsuring persistent WiFi connectivity: Learning when to switch APs
reserved! #MSc #application (contact Daniel Hennes)
Click for detailsEvolutionary optimization of markets
#MSc #simulation (contact Michael Kaisers)
Click for detailsRobots learn to count: The cardinality foraging algorithm
reserved! (Rutger van Driel) #BSc #robots (contact Nyree Lemmens)
Click for detailsHEXBots : multi-agent system approach to programmable matter
#BSc #simulation (contact Daniel Hennes)
Click for detailsJoining shorter or longer queues? Signaling through queue lengths
#MSc #simulation (contact Daniel Hennes)
Click for detailsMulti-agent learning in network congestion games
#MSc #simulation (contact Daniel Hennes)
Click for detailsIn game theory, network congestion games (or potential games) are well studied but not so much in the multi-agent learning community. A network congestion game is a special case of the general congestion game in which resources are associated with edges or links of a graph or network, strategies are associated with simple paths, and players are associated with units of demand in a network. Players do not traverse along the graph, but rather allocate the entire path from source to destination in each one-shot game. On the one hand, network congestion games add some level of structure to the general congestion game, i.e. the graph/network. However, on the other hand, the problem remains tractable – we are not dealing with a traffic flow optimization problem where e.g. airplanes/cars are simulated to traverse the graph. Network congestion games (as all potential games) are proven to have at least one Nash equilibrium. Though, a stable solution, in many cases Nash equilibria are inefficient in terms of social or global performance. The margin between Nash equilibria performance and social optima in network congestion games has been studied analytically – related work often refer to the “cost of anarchy”. Social optimal solutions are hard or in some cases impossible to compute. The research goals for this project are: – Developing a decentralist, robust, multi-agent approach to find solutions to network congestion problems – Presenting a new perspective to network congestion games: the “dual problem”. In the original game, agents try to find minimum cost paths – the dual problem locates agents at the edges of the graph with the ability to disturb (e.g. artificially increase) the cost of a specific link. We can use this modified cost graph as an input for a standard approx. Nash algorithm to find a solution. – Theoretical analysis of the dual problem / proofing an upper bound for the cost of anarchy. If your are interested in hearing more about this project please get in touch with Daniel Hennes or Karl Tuyls.
Tangible reinforcement learning
#BSc #MSc #simulation #hardware (contact Michael Kaisers)
Click for detailsTeleoperation interface for a telepresence robot
reserved! #BSc #application (contact Daniel Hennes)
Click for detailsThe value of information in markets with diversely informed investors
#MSc #simulation (contact Daniel Hennes)
Click for detailsLearning continuous actions in multi-state multi-agent domains
#MSc #simulation #theory (contact Steven de Jong)
Click for detailsDisease spreading in embodied networks
#BSc #MSc #robots #simulation #theory (contact Steven de Jong)
Click for detailsCooperation in embodied predator-prey interactions
#BSc (reserved) #MSc #robots #simulation (contact Steven de Jong)
Click for detailsAutomated task assignment based on negotiation and contracting
#MSc #simulation (contact Gerhard Weiss)
Click for detailsContext: A problem of significant practical relevance is the so-called task assignment problem (TAP), that is, the problem of assigning tasks to executing agents so that certain performance criteria are fulfilled such as minimization of overall execution time, minimization of overall costs and maximization of the average execution quality. The TAP is non-trivial (actually, it is NP-hard in general), and challenging instantiations of the TAP can be found in numerous application domains, ranging from industrial manufacturing to networked computing.
Focus:This project deals with the question how task assignment can be automated in applications where the executing agents are computational entities such as software programs or robots. Thereby the project focuses on TAP scenarios which show the following basic characteristics: the tasks can be divided into sub-tasks; the (sub-)tasks differ in the demands their completion raises; and the agents differ in their abilities to complete (sub-)tasks. The goal is to develop, implement and experimentally investigate a flexible and robust solution for this type of TAP scenarios which follows the idea that the executing agents autonomously decide and agree on the assignment of the (sub-)tasks on the basis bilateral negotiations and contracts. The project has available approaches to automated task assignment as its starting point and builds on related state-of-the-art work from the fields of artificial intelligence and multi-agent systems.
Further Information: Please get in touch with Gerhard Weiss.
Strategies for automated price negotiation
#MSc #simulation (contact Gerhard Weiss)
Click for detailsContext: The progressive establishment of e-commerce, e-business, e-trading and e-markets has led to a great practical interest in automated price negotiations, that is, in the automated negotiation of prices for goods among electronic buyers (being interested in low prices) and electronic sellers (being interested in high prices). This, in turn, has led to various theoretical and empirical research efforts worldwide, all aiming at a better understanding of automated price negotiation.
Focus:: A still unanswered question is what the best strategy is for a buyer or seller to change his price offer during the negotiation process. For instance, a possible strategy for a buyer (seller) is to increase (decrease) his offer proportional to the remaining negotiation time. Several basic strategies have been proposed in the literature. However, most of them were only investigated in simplified scenarios (e.g., in scenarios where there is only one buyer and one seller). This project aims at systematically exploring through simulation studies how these strategies perform in more complex and realistic scenarios.
Basic requirements:: Good programming skills; interest in experimental research (simulation studies).
Further Information: Please get in touch with Gerhard Weiss.
Artificial artificial intelligence for boardgames
#MSc #games #relational kernels/distances (contact Kurt Driessens)
Click for detailsContext: While standard artificial intelligent opponents in games “reason” about the game and the goals they want to obtain, the research community has started to recognize the information treasure as left by humans on the internet in their free time. This project will not go as far as Amazon’s Mechanical Turk, that asks people to solve problems left by other people, it will aim at using logs generated by human expertise to imitate the human decision process.
Focus: In this project you will investigate if it is possible to construct conceptually simple game-playing bots that make use of freely available logs of human games to generate reasonable behavior. This project will consist of building a knowledge base from existing game-logs and constructing a system that uses nearest neighbor techniques and relational distances to select amongst those decisions that are most appropriate for the encountered game state.
Basic requirements: Good programming skills; familiarity with data-base systems is a plus
Further Information: Please get in touch with Kurt Driessens.




