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Where does the cocoa, which we consume on a regular basis, come from? Supply chains are not always transparent, much less easily comprehensible. The cocoa industry faces ongoing challenges. Whether it be the chocolate manufacturers’ promise to maintain a sustainable and ethical supply chain, the minimal impact on the environment or the maximum adherence to human rights in their production process. This paper revises important steps which lead to the compliance with UN standards and questions the role of consumers in the construct of ethical chocolate products.
This Bachelor thesis investigates the learning rules of the Hebbian, Oja and BCM neuron models for their convergence to, and the stability of, the fixed points. Existing research is presented in a structured manner using consistent notation. Hebbian learning is neither convergent nor stable. Oja learning converges to a stable fixed point, which is the eigenvector corresponding to the largest eigenvalue of the covariance matrix of the input data. BCM learning converges to a fixed point which is stable, when assuming a discrete distribution of orthogonal inputs that occur with equal probability. Hebbian learning can therefore not be used in further applications, where convergence to a stable fixed point is required. Furthermore, this Bachelor thesis came to the conclusion that determining the fixed points of the BCM learning rule explicitly involves extensive calculation and other methods for verifying the stability of possible fixed points should be considered.
Studying and understanding the metabolism of plants is essential to better adapt them to future climate conditions. Computational models of plant metabolism can guide this process by providing a platform for fast and resource-saving in silico analyses. The reconstruction of these models can follow kinetic or stoichiometric approaches with Flux Balance Analysis being one of the most common one for stoichiometric models. Advances in metabolic modelling over the years include the increasing number of compartments, the automation of the reconstruction process, the modelling of plant-environment interactions and genetic variants or temporally and spatially resolved models. In addition, there is a growing focus on introducing synthetic pathways in plants to increase their agricultural potential regarding yield, growth and nutritional value. One example is the β-hydroxyaspartate cycle (BHAC) to bypass photorespiration. After the implementation in a stoichiometric C3 plant model, in silico flux analyses can help to understand the resulting metabolic changes. When comparing with in vivo experiments with BHAC plants, the metabolic model can reproduce most results with exceptions regarding growth and oxaloacetate. To evaluate whether the BHAC is suitable to establish a synthetic C4 cycle, the pathway is implemented in a two-cell type model that is capable of running a C4 cycle. The results show that the BHAC is only beneficial under light limitation in the bundle sheath cell. An additional engineering target for improved performance of plants is malate synthase. This work serves as the basis for further analyses combining the different factors boosting the advantages of the BHAC and for in vivo experiments in C3 and C4 plants.
The aim of this bachelor thesis is to find out how the use of artificial intelligence, specifically the one used in combat situations, can increase the playing time or even the replay value of games in the action role-playing genre. Thereby, it focuses mainly on combat situations between a player and an artificial intelligence.
To begin with, this bachelor thesis examines the action role-playing genre in order to find a suitable definition for it. Accordingly, action role-playing games involve titles that send the player on a hero’s journey-like adventure in which they must prove their skills in combat against virtual opponents. The greatest challenge of these real-time battles comes from the required quick reflexes, skill queries and hand-eye coordination.
Next, six means of increasing the replayability of a game are explored: Experience and Nostalgia, Variety and Randomness, Goals and Completion, Difficulty, Learning, and Social Aspect. The paper then proceeds to give an explanation for the term Artificial Intelligence and examines the various methods used to create intelligent behavior as well as the general advancement of the research field. Special attention is given to the implementation methods of Finite State Machines and Behavior Trees, as they are the most widely used methods for creating behavioral patterns of virtual characters.
Finally, a study conducted as part of the bachelor thesis is described, which compares a mathematically balanced artificial intelligence with a behaviorally balanced one in terms of game performance regarding the willingness of test subjects to purchase and play through the game as well as its replay value. The thesis concludes with the findings that while the behavioral approach is more promising than the mathematical approach, a combination of the two methods ultimately leads to the best outcome. Furthermore, the study shows that the use of artificial intelligence to individualize gaming experiences is promising for the future of the gaming industry.
Simulating complex physical systems involves solving nonlinear partial differential equations (PDEs), which can be very expensive. Generative Adversarial Networks (GAN) has recently been used to generate solutions to PDEs-governed complex systems without having to numerically solve them.
However, concerns are raised that the standard GAN system cannot capture some important physical and statistical properties of a complex PDE-governed system, along side with other concerns for difficult and unstable training, the noisy appearance of generated samples and lack of robust assessment methods of the sample quality apart from visual examination. In this thesis, a standard GAN system is trained on a data set of Heat transfer images. We show that the generated data set can capture the true distribution of training data with respect to both visual and statistical properties, specifically the vertical statistical profile. Furthermore, we construct a GAN model which can be conditioned using variance-induced class label. We show that the variance threshold t = 0. 01 constructs a good conditional class label, such that the generated images achieve 96% accuracy
rate in complying with the given conditions.
This thesis aims to research the platform YouTube and whether “being a YouTuber” qualifies as a profession or not and what leads to this. The author combines existing scientific data and information provided by YouTubers doing this as a job and uses the compilation method. The author merges that material and uses it to create a bachelor thesis that covers both the theoretical and practical approach. The aim was to find out if there is a success recipe that can be followed that leads to views and clicks which are essential for the profession as a YouTuber. To do this, the author created two channels to see how the factors mentioned in this thesis are applied and if the approach leads to success. The findings of this thesis showed, that although the profession of a YouTuber can be classified as a job, it needs to be viewed differently from commonly known and in society accepted careers. Becoming a YouTuber and making money from this business, therefore, cannot be guaranteed.