179,089 research outputs found

    Spatial-temporal reasoning applications of computational intelligence in the game of Go and computer networks

    Get PDF
    Spatial-temporal reasoning is the ability to reason with spatial images or information about space over time. In this dissertation, computational intelligence techniques are applied to computer Go and computer network applications. Among four experiments, the first three are related to the game of Go, and the last one concerns the routing problem in computer networks. The first experiment represents the first training of a modified cellular simultaneous recurrent network (CSRN) trained with cellular particle swarm optimization (PSO). Another contribution is the development of a comprehensive theoretical study of a 2x2 Go research platform with a certified 5 dan Go expert. The proposed architecture successfully trains a 2x2 game tree. The contribution of the second experiment is the development of a computational intelligence algorithm calledcollective cooperative learning (CCL). CCL learns the group size of Go stones on a Go board with zero knowledge by communicating only with the immediate neighbors. An analysis determines the lower bound of a design parameter that guarantees a solution. The contribution of the third experiment is the proposal of a unified system architecture for a Go robot. A prototype Go robot is implemented for the first time in the literature. The last experiment tackles a disruption-tolerant routing problem for a network suffering from link disruption. This experiment represents the first time that the disruption-tolerant routing problem has been formulated with a Markov Decision Process. In addition, the packet delivery rate has been improved under a range of link disruption levels via a reinforcement learning approach --Abstract, page iv

    Generic Online Learning for Partial Visible & Dynamic Environment with Delayed Feedback

    Get PDF
    Reinforcement learning (RL) has been applied to robotics and many other domains which a system must learn in real-time and interact with a dynamic environment. In most studies the state- action space that is the key part of RL is predefined. Integration of RL with deep learning method has however taken a tremendous leap forward to solve novel challenging problems such as mastering a board game of Go. The surrounding environment to the agent may not be fully visible, the environment can change over time, and the feedbacks that agent receives for its actions can have a fluctuating delay. In this paper, we propose a Generic Online Learning (GOL) system for such environments. GOL is based on RL with a hierarchical structure to form abstract features in time and adapt to the optimal solutions. The proposed method has been applied to load balancing in 5G cloud random access networks. Simulation results show that GOL successfully achieves the system objectives of reducing cache-misses and communication load, while incurring only limited system overhead in terms of number of high-level patterns needed. We believe that the proposed GOL architecture is significant for future online learning of dynamic, partially visible environments, and would be very useful for many autonomous control systems

    Learning From Geometry In Learning For Tactical And Strategic Decision Domains

    Get PDF
    Artificial neural networks (ANNs) are an abstraction of the low-level architecture of biological brains that are often applied in general problem solving and function approximation. Neuroevolution (NE), i.e. the evolution of ANNs, has proven effective at solving problems in a variety of domains. Information from the domain is input to the ANN, which outputs its desired actions. This dissertation presents a new NE algorithm called Hypercube-based NeuroEvolution of Augmenting Topologies (HyperNEAT), based on a novel indirect encoding of ANNs. The key insight in HyperNEAT is to make the algorithm aware of the geometry in which the ANNs are embedded and thereby exploit such domain geometry to evolve ANNs more effectively. The dissertation focuses on applying HyperNEAT to tactical and strategic decision domains. These domains involve simultaneously considering short-term tactics while also balancing long-term strategies. Board games such as checkers and Go are canonical examples of such domains; however, they also include real-time strategy games and military scenarios. The dissertation details three proposed extensions to HyperNEAT designed to work in tactical and strategic decision domains. The first is an action selector ANN architecture that allows the ANN to indicate its judgements on every possible action all at once. The second technique is called substrate extrapolation. It allows learning basic concepts at a low resolution, and then increasing the resolution to learn more advanced concepts. The iii final extension is geometric game-tree pruning, whereby HyperNEAT can endow the ANN the ability to focus on specific areas of a domain (such as a checkers board) that deserve more inspection. The culminating contribution is to demonstrate the ability of HyperNEAT with these extensions to play Go, a most challenging game for artificial intelligence, by combining HyperNEAT with UC
    • ā€¦
    corecore