Barrett, The Honors College at Arizona State University proudly showcases the work of undergraduate honors students by sharing this collection exclusively with the ASU community.

Barrett accepts high performing, academically engaged undergraduate students and works with them in collaboration with all of the other academic units at Arizona State University. All Barrett students complete a thesis or creative project which is an opportunity to explore an intellectual interest and produce an original piece of scholarly research. The thesis or creative project is supervised and defended in front of a faculty committee. Students are able to engage with professors who are nationally recognized in their fields and committed to working with honors students. Completing a Barrett thesis or creative project is an opportunity for undergraduate honors students to contribute to the ASU academic community in a meaningful way.

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Description
This paper details the process for designing both a simulation of the board game Jaipur, and an artificial intelligence (AI) agent that can play the game against a human player. When designing an AI for a card game, there are two major problems that can arise. The first is the

This paper details the process for designing both a simulation of the board game Jaipur, and an artificial intelligence (AI) agent that can play the game against a human player. When designing an AI for a card game, there are two major problems that can arise. The first is the difficulty of using a search space to analyze every possible set of future moves. Due to the randomized nature of the deck of cards, the search space rapidly leads to an exponentially growing set of potential game states to analyze when one tries to look more than one turn ahead. The second aspect that poses difficulty is the element of uncertainty that exists from opponent feedback. Certain moves are weak to specific opponent reactions, and these are difficult to predict due to hidden information. To circumvent these problems, the AI uses a greedy approach to decision making, attempting to maximize the value of its plays immediately, and not play for future turns. The agent utilizes conditional statements to evaluate the game state and choose a game action that it deems optimal, a heuristic to place an expected value (EV) of the goods it can choose from, and selects the best one based on this evaluation. Initial implementation of the simulation was done using C++ through a terminal application, and then was translated to a graphical interface using Unity and C#.
ContributorsOrr, James Christopher (Author) / Kobayashi, Yoshihiro (Thesis director) / Selgrad, Justin (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description

This paper is centered on the use of generative adversarial networks (GANs) to convert or generate RGB images from grayscale ones. The primary goal is to create sensible and colorful versions of a set of grayscale images by training a discriminator to recognize failed or generated images and training a

This paper is centered on the use of generative adversarial networks (GANs) to convert or generate RGB images from grayscale ones. The primary goal is to create sensible and colorful versions of a set of grayscale images by training a discriminator to recognize failed or generated images and training a generator to attempt to satisfy the discriminator. The network design is described in further detail below; however there are several potential issues that arise including the averaging of a color for certain images such that small details in an image are not assigned unique colors leading to a neutral blend. We attempt to mitigate this issue as much as possible.

ContributorsKoleber, Keith M. (Co-author) / Lobo, Ian (Co-author) / Markabawi, Jah (Co-author) / Masud, Abdullah (Co-author) / Yang, Yingzhen (Thesis director) / Wang, Yancheng (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Artificial Intelligence is quickly growing to be an influential part of our daily lives. Due to this, we believe it is important to analyze how cultural perceptions can influence how we interact and develop technology<br/>We decided to focus on India due to its large economic stature, cultural influence, and influence

Artificial Intelligence is quickly growing to be an influential part of our daily lives. Due to this, we believe it is important to analyze how cultural perceptions can influence how we interact and develop technology<br/>We decided to focus on India due to its large economic stature, cultural influence, and influence on the technology industry.

ContributorsBabbepalli Venkata, Sai Sandilya (Co-author) / Raka, Khyati (Co-author) / Banerjee, Ayan (Thesis director) / Finn, Edward (Thesis director) / Fortunato, Joseph (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Artificial Intelligence is quickly growing to be an influential part of our daily lives. Due to this, we believe it is important to analyze how cultural perceptions can influence how we interact and develop technology. We decided to focus on India due to its large economic stature, cultural influence, and

Artificial Intelligence is quickly growing to be an influential part of our daily lives. Due to this, we believe it is important to analyze how cultural perceptions can influence how we interact and develop technology. We decided to focus on India due to its large economic stature, cultural influence, and influence on the technology industry.

ContributorsRaka, Khyati Pravin (Co-author) / Babbepalli Venkata, Sai Sandilya (Co-author) / Finn, Edward (Thesis director) / Banerjee, Ayan (Thesis director) / Fortunato, Joseph (Committee member) / Computer Science and Engineering Program (Contributor) / School of Politics and Global Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This research paper explores the effects of data variance on the quality of Artificial Intelligence image generation models and the impact on a viewer's perception of the generated images. The study examines how the quality and accuracy of the images produced by these models are influenced by factors such as

This research paper explores the effects of data variance on the quality of Artificial Intelligence image generation models and the impact on a viewer's perception of the generated images. The study examines how the quality and accuracy of the images produced by these models are influenced by factors such as size, labeling, and format of the training data. The findings suggest that reducing the training dataset size can lead to a decrease in image coherence, indicating that AI models get worse as the training dataset gets smaller. Moreover, the study makes surprising discoveries regarding AI image generation models that are trained on highly varied datasets. In addition, the study involves a survey in which people were asked to rate the subjective realism of the generated images on a scale ranging from 1 to 5 as well as sorting the images into their respective classes. The findings of this study emphasize the importance of considering dataset variance and size as a critical aspect of improving image generation models as well as the implications of using AI technology in the future.

ContributorsPunyamurthula, Rushil (Author) / Carter, Lynn (Thesis director) / Sarmento, Rick (Committee member) / Barrett, The Honors College (Contributor) / School of Sustainability (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

Coliving is a concept that has many benefits towards society and sustainability. This is due to the resources saved economically and environmentally when living with other people. Aisha Comfortable Coliving, a company based in Canada, provides a service where they help women find Coliving communities. A lack of knowledge pertaining

Coliving is a concept that has many benefits towards society and sustainability. This is due to the resources saved economically and environmentally when living with other people. Aisha Comfortable Coliving, a company based in Canada, provides a service where they help women find Coliving communities. A lack of knowledge pertaining to this service could slow down or halt the growth of Aisha ElSherbiny’s Aisha Comfortable Coliving company. This thesis was an extension of a broader project, “Web App for Aisha Comfortable Coliving Inc.,” which focused on transitioning from their current website platform into a web application. As an extension of this main project, this thesis is focused on the engine component design portion surrounding AI chatbots to determine which implementation would provide the best results for a small company in reaching their target audience and helping inform them through an interactive chatbot. The ability to present 24/7 support for Aisha Comfortable Coliving brings value to the company and the methods used in this chatbot can be reproduced in order to create similarly effective chatbots. This thesis delves into the various approaches and implementations researched to determine how to optimize the backend of a chatbot to provide speed, reliability, and expandability for companies aiming to create a chatbot for their users to interact with. It also discusses the methods used when implementing a chatbot called AishaBot using the IBM Watson Assistant’s platform that includes the development of Intents, Entities, Dialog Tree structure, and its WebHook functions. Overall, satisfaction pertaining to the designed chatbot engine within IBM Watson Assistant was discovered to be positive through user trials. Limitations have been discovered, feedback for future improvements have been noted, and lessons learned about the thoroughness of training data have been discussed.

ContributorsNgov, Justin (Author) / Salahudeen, Afsana (Co-author) / Chavez-Echeagaray, Maria Elena (Thesis director) / ElSherbiny, Aisha (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-12
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Description
This project aspires to develop an AI capable of playing on a variety of maps in a Risk-like board game. While AI has been successfully applied to many other board games, such as Chess and Go, most research is confined to a single board and is inflexible to topological changes.

This project aspires to develop an AI capable of playing on a variety of maps in a Risk-like board game. While AI has been successfully applied to many other board games, such as Chess and Go, most research is confined to a single board and is inflexible to topological changes. Further, almost all of these games are played on a rectangular grid. Contrarily, this project develops an AI player, referred to as GG-net, to play the online strategy game Warzone, which is based on the classic board game Risk. Warzone is played on a wide variety of irregularly shaped maps. Prior research has struggled to create an effective AI for Risk-like games due to the immense branching factor. The most successful attempts tended to rely on manually restricting the set of actions the AI considered while also engineering useful features for the AI to consider. GG-net uses no human knowledge, but rather a genetic algorithm combined with a graph neural network. Together, these methods allow GG-net to perform competitively across a multitude of maps. GG-net outperformed the built-in rule-based AI by 413 Elo (representing an 80.7% chance of winning) and an approach based on AlphaZero using graph neural networks by 304 Elo (representing a 74.2% chance of winning). This same advantage holds across both seen and unseen maps. GG-net appears to be a strong opponent on both small and medium maps, however, on large maps with hundreds of territories, inefficiencies in GG-net become more significant and GG-net struggles against the rule-based approach. Overall, GG-net was able to successfully learn the game and generalize across maps of a similar size, albeit further work is required for GG-net to become more successful on large maps.
ContributorsBauer, Andrew (Author) / Yang, Yezhou (Thesis director) / Harrison, Blake (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2022-05
Description
The goal of this project is to measure the effects of the use of dynamic circuit technology within quantum neural networks. Quantum neural networks are a type of neural network that utilizes quantum encoding and manipulation techniques to learn to solve a problem using quantum or classical data. In their

The goal of this project is to measure the effects of the use of dynamic circuit technology within quantum neural networks. Quantum neural networks are a type of neural network that utilizes quantum encoding and manipulation techniques to learn to solve a problem using quantum or classical data. In their current form these neural networks are linear in nature, not allowing for alternative execution paths, but using dynamic circuits they can be made nonlinear and can execute different paths. We measured the effects of these dynamic circuits on the training time, accuracy, and effective dimension of the quantum neural network across multiple trials to see the impacts of the nonlinear behavior.
ContributorsLynch, Brian (Author) / De Luca, Gennaro (Thesis director) / Chen, Yinong (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-12