2,176 research outputs found
A Framework for Megascale Agent Based Model Simulations on Graphics Processing Units
Agent-based modeling is a technique for modeling dynamic systems from the bottom up. Individual elements of the system are represented computationally as agents. The system-level behaviors emerge from the micro-level interactions of the agents. Contemporary state-of-the-art agent-based modeling toolkits are essentially discrete-event simulators designed to execute serially on the Central Processing Unit (CPU). They simulate Agent-Based Models (ABMs) by executing agent actions one at a time. In addition to imposing an un-natural execution order, these toolkits have limited scalability. In this article, we investigate data-parallel computer architectures such as Graphics Processing Units (GPUs) to simulate large scale ABMs. We have developed a series of efficient, data parallel algorithms for handling environment updates, various agent interactions, agent death and replication, and gathering statistics. We present three fundamental innovations that provide unprecedented scalability. The first is a novel stochastic memory allocator which enables parallel agent replication in O(1) average time. The second is a technique for resolving precedence constraints for agent actions in parallel. The third is a method that uses specialized graphics hardware, to gather and process statistical measures. These techniques have been implemented on a modern day GPU resulting in a substantial performance increase. We believe that our system is the first ever completely GPU based agent simulation framework. Although GPUs are the focus of our current implementations, our techniques can easily be adapted to other data-parallel architectures. We have benchmarked our framework against contemporary toolkits using two popular ABMs, namely, SugarScape and StupidModel.GPGPU, Agent Based Modeling, Data Parallel Algorithms, Stochastic Simulations
GPU Computing for Cognitive Robotics
This thesis presents the first investigation of the impact of GPU
computing on cognitive robotics by providing a series of novel experiments in
the area of action and language acquisition in humanoid robots and computer
vision. Cognitive robotics is concerned with endowing robots with high-level
cognitive capabilities to enable the achievement of complex goals in complex
environments. Reaching the ultimate goal of developing cognitive robots will
require tremendous amounts of computational power, which was until
recently provided mostly by standard CPU processors. CPU cores are
optimised for serial code execution at the expense of parallel execution, which
renders them relatively inefficient when it comes to high-performance
computing applications. The ever-increasing market demand for
high-performance, real-time 3D graphics has evolved the GPU into a highly
parallel, multithreaded, many-core processor extraordinary computational
power and very high memory bandwidth. These vast computational resources
of modern GPUs can now be used by the most of the cognitive robotics models
as they tend to be inherently parallel. Various interesting and insightful
cognitive models were developed and addressed important scientific questions
concerning action-language acquisition and computer vision. While they have
provided us with important scientific insights, their complexity and
application has not improved much over the last years. The experimental
tasks as well as the scale of these models are often minimised to avoid
excessive training times that grow exponentially with the number of neurons
and the training data. This impedes further progress and development of
complex neurocontrollers that would be able to take the cognitive robotics
research a step closer to reaching the ultimate goal of creating intelligent
machines. This thesis presents several cases where the application of the GPU
computing on cognitive robotics algorithms resulted in the development of
large-scale neurocontrollers of previously unseen complexity enabling the
conducting of the novel experiments described herein.European Commission Seventh Framework
Programm
User-centered visual analysis using a hybrid reasoning architecture for intensive care units
One problem pertaining to Intensive Care Unit information systems is that, in some cases, a very dense display of data can result. To ensure the overview and readability of the increasing volumes of data, some special features are required (e.g., data prioritization, clustering, and selection mechanisms) with the application of analytical methods (e.g., temporal data abstraction, principal component analysis, and detection of events). This paper addresses the problem of improving the integration of the visual and analytical methods applied to medical monitoring systems. We present a knowledge- and machine learning-based approach to support the knowledge discovery process with appropriate analytical and visual methods. Its potential benefit to the development of user interfaces for intelligent monitors that can assist with the detection and explanation of new, potentially threatening medical events. The proposed hybrid reasoning architecture provides an interactive graphical user interface to adjust the parameters of the analytical methods based on the users' task at hand. The action sequences performed on the graphical user interface by the user are consolidated in a dynamic knowledge base with specific hybrid reasoning that integrates symbolic and connectionist approaches. These sequences of expert knowledge acquisition can be very efficient for making easier knowledge emergence during a similar experience and positively impact the monitoring of critical situations. The provided graphical user interface incorporating a user-centered visual analysis is exploited to facilitate the natural and effective representation of clinical information for patient care
Measurement with Persons: A European Network
The European ‘Measuring the Impossible’ Network MINET promotes new research activities in measurement dependent on human perception and/or interpretation. This includes the perceived attributes of products and services, such as quality or desirability, and societal parameters such as security and well-being. Work has aimed at consensus about four ‘generic’ metrological issues: (1) Measurement Concepts & Terminology; (2) Measurement Techniques: (3) Measurement Uncertainty; and (4) Decision-making & Impact Assessment, and how these can be applied specificallyto the ‘Measurement of Persons’ in terms of ‘Man as a Measurement Instrument’ and ‘Measuring Man.’ Some of the main achievements of MINET include a research repository with glossary; training course; book; series of workshops;think tanks and study visits, which have brought together a unique constellation of researchers from physics, metrology,physiology, psychophysics, psychology and sociology. Metrology (quality-assured measurement) in this area is relativelyunderdeveloped, despite great potential for innovation, and extends beyond traditional physiological metrology in thatit also deals with measurement with all human senses as well as mental and behavioral processes. This is particularlyrelevant in applications where humans are an important component of critical systems, where for instance health andsafety are at stake
X-Machines for Agent-Based Modeling
This book discusses various aspects of agent-based modeling and simulation using FLAME (Flexible Large-scale Agent-Based Modeling Environment) which is a popular agent-based modeling environment that enables automatic parallelization of models. Along with a focus on the software engineering principles in building agent-based models, the book comprehensively discusses how models can be written for various domains including biology, economics and social networks. The book also includes examples to guide readers on how to write their own models
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Augmenting Wiring Diagrams of Neural Circuits with Activity in Larval Drosophila
Neural circuit models explain an animal's behavior as evoked activity of different circuit elements of its nervous system.
Synaptic wiring diagrams mapped from structural imaging of nervous systems guide modeling of neural circuits on the basis of connectivity.
However, connectivity alone may not sufficiently constrain the set of plausible circuit hypotheses for empirical study.
Combining structural imaging of synaptic connectivity with functional information from activity imaging can further constrain these hypotheses to create unequivocal neural circuit models.
This thesis develops computational methods and tools to cross-reference structural and activity imaging of explant larval Drosophila central nervous systems at cellular resolution.
Augmenting synaptic wiring diagrams with activity maps via these methods relates circuit structure and function at the neuronal level on a per-behavior basis.
Neuronal activity of larval central nervous systems expressing pan-neuronal calcium indicators is imaged in a light sheet microscope, which are then structurally imaged with high throughput electron microscopy.
Methods and tools are provided for the assembly of these image volumes, spatial registration between imaging modalities, automated detection of relevant tissue and cellular structures in each, extraction of activity time series, and morphological identification of neurons in structural imaging using reference wiring diagrams mapped from other larvae.
Using these methods, existing wiring diagrams mapped from a reference first instar larva were identified with neurons in a larva augmented with activity information for a neural circuit involved in peristaltic motor control.
This demonstrates the feasibility of the contributed methods to associate the wiring diagrams of arbitrary circuits of interest with activity timeseries across multiple individuals, behaviors, and behavioral bouts.
To demonstrate capability to augment wiring diagrams with information besides activity, these methods are also applied to multiple larvae each expressing specific neurotransmitter labels rather than calcium indicators in the light sheet microscopy.
This work scaffolds future modeling of circuits underlying behavior that can only be mechanistically understood in the context of multi-modal observation of synaptic connectivity, functional activity and molecular markers.
The methods developed also enable comparative connectomics between multiple individuals, which is necessary to study inter-individual variability in circuits and to observe experimental intervention in the development, structure, and function of neural circuits.Howard Hughes Medical Institute Janelia Research Campu
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Reinforcement Learning for Generative Art
Reinforcement learning (RL) is an efficient class of sequential decision-making algorithms that have achieved remarkable success in a broad range of applications, such as robotic manipulations, strategic games, or autonomous driving. The most well-known example of reinforcement learning is AlphaGo, a computer program that plays the board game Go and outperforms top human Go players. Unlike other two major machine learning categories, supervised learning and unsupervised learning, in which media artists are actively engaged, reinforcement learning has yet to result in many creative applications. Generative art is usually driven, in whole or in part, by autonomous systems that are derived from a set of rules. Interestingly, an RL policy can be seen as an autonomous system where the rules are learned by interacting with its environment. Regardless of its initial purpose, reinforcement learning has the potential to expand the boundary of generative art. However, a formal process of applying reinforcement learning to generative art does not yet exist and the current RL tools require an in-depth understanding of RL concepts. To bridge the gap, the first part of the dissertation introduces a conceptual framework to adapt reinforcement learning for generative art. The framework proposes a term RL-based generative art to denote a novel form of generative art of which the use of RL agents is the key element. The creative process of RL-based generative art and possible emergent behaviors are discussed in the framework. This leads to a discussion of several author's related practices on generative art, deep-learning art, and reinforcement learning. Those practices are critical for understanding the conceptual and technical details of each component in order to construct the framework. The second part introduces RL5, a JavaScript library for rapidly prototyping RL environments and training RL policies in web browsers. The library combines RL algorithms and RL environments into one framework and is fully compatible with p5.js. RL5 is developed with a particular focus on simplicity to favor (re)usability of RL algorithms and development of RL environments. Specifically, the library implemented three RL algorithms, Tabular Q-learning, REINFORCE, and DDPG, to cover all the three families of model-free RL, and nine RL environments that six of them address autonomous agents in steering behaviors, which can be used as building blocks for complex systems. Finally, the author demonstrates four different use cases of how to apply RL5 for pedagogical and creative applications
Proceedings of the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology, Volume 1
These proceedings are organized in the same manner as the conference's contributed sessions, with the papers grouped by topic area. These areas are as follows: VE (virtual environment) training for Space Flight, Virtual Environment Hardware, Knowledge Aquisition for ICAT (Intelligent Computer-Aided Training) & VE, Multimedia in ICAT Systems, VE in Training & Education (1 & 2), Virtual Environment Software (1 & 2), Models in ICAT systems, ICAT Commercial Applications, ICAT Architectures & Authoring Systems, ICAT Education & Medical Applications, Assessing VE for Training, VE & Human Systems (1 & 2), ICAT Theory & Natural Language, ICAT Applications in the Military, VE Applications in Engineering, Knowledge Acquisition for ICAT, and ICAT Applications in Aerospace
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