51 research outputs found

    A Knowledge-Based Approach for Business Process Reengineering, SHAMASH

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    In this paper we present an initial overview of shamash, a process modeling tool for Business Process Reengineering. The main features that differentiate it from most current related tools are its ability to define and use organisation standards, and functional structure, and make automatic model simulation and optimisation of them. shamash is a knowledge based system, and we include a discussion on how knowledge acquisition did take place. Furthemore, we introduce a high level description of the architecture, the conceptual model, and other important modules of the system.Publicad

    A foundation for machine learning in design

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    This paper presents a formalism for considering the issues of learning in design. A foundation for machine learning in design (MLinD) is defined so as to provide answers to basic questions on learning in design, such as, "What types of knowledge can be learnt?", "How does learning occur?", and "When does learning occur?". Five main elements of MLinD are presented as the input knowledge, knowledge transformers, output knowledge, goals/reasons for learning, and learning triggers. Using this foundation, published systems in MLinD were reviewed. The systematic review presents a basis for validating the presented foundation. The paper concludes that there is considerable work to be carried out in order to fully formalize the foundation of MLinD

    Modelling learning behaviour of intelligent agents using UML 2.0

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    This thesis aims to explore and demonstrate the ability of the new standard of structural and behavioural components in Unified Modelling Language (UML 2.0 / 2004) to model the learning behaviour of Intelligent Agents. The thesis adopts the research direction that views agent-oriented systems as an extension to object-oriented systems. In view of the fact that UML has been the de facto standard for modelling object-oriented systems, this thesis concentrates on exploring such modelling potential with Intelligent Agent-oriented systems. Intelligent Agents are Agents that have the capability to learn and reach agreement with other Agents or users. The research focuses on modelling the learning behaviour of a single Intelligent Agent, as it is the core of multi-agent systems. During the writing of the thesis, the only work done to use UML 2.0 to model structural components of Agents was from the Foundation for Intelligent Physical Agent (FIPA). The research builds upon, explores, and utilises this work and provides further development to model the structural components of learning behaviour of Intelligent Agents. The research also shows the ability of UML version 2.0 behaviour diagrams, namely activity diagrams and sequence diagrams, to model the learning behaviour of Intelligent Agents that use learning from observation and discovery as well as learning from examples of strategies. The research also evaluates if UML 2.0 state machine diagrams can model specific reinforcement learning algorithms, namely dynamic programming, Monte Carlo, and temporal difference algorithms. The thesis includes user guides of UML 2.0 activity, sequence, and state machine diagrams to allow researchers in agent-oriented systems to use the UML 2.0 diagrams in modelling the learning components of Intelligent Agents. The capacity for learning is a crucial feature of Intelligent Agents. The research identifies different learning components required to model the learning behaviour of Intelligent Agents such as learning goals, learning strategies, and learning feedback methods. In recent years, the Agent-oriented research has been geared towards the agency dimension of Intelligent Agents. Thus, there is a need to conduct more research on the intelligence dimension of Intelligent Agents, such as negotiation and argumentation skills. The research shows that behavioural components of UML 2.0 are capable of modelling the learning behaviour of Intelligent Agents while structural components of UML 2.0 need extension to cover structural requirements of Agents and Intelligent Agents. UML 2.0 has an extension mechanism to fulfil Agents and Intelligent Agents for such requirements. This thesis will lead to increasing interest in the intelligence dimension rather than the agency dimension of Intelligent Agents, and pave the way for objectoriented methodologies to shift more easily to paradigms of Intelligent Agent-oriented systems.The British Council, the University of Plymouth and the Arab-British Chamber Charitable Foundation

    Monte Carlo Method with Heuristic Adjustment for Irregularly Shaped Food Product Volume Measurement

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    Volume measurement plays an important role in the production and processing of food products. Various methods have been proposed to measure the volume of food products with irregular shapes based on 3D reconstruction. However, 3D reconstruction comes with a high-priced computational cost. Furthermore, some of the volume measurement methods based on 3D reconstruction have a low accuracy. Another method for measuring volume of objects uses Monte Carlo method. Monte Carlo method performs volume measurements using random points. Monte Carlo method only requires information regarding whether random points fall inside or outside an object and does not require a 3D reconstruction. This paper proposes volume measurement using a computer vision system for irregularly shaped food products without 3D reconstruction based on Monte Carlo method with heuristic adjustment. Five images of food product were captured using five cameras and processed to produce binary images. Monte Carlo integration with heuristic adjustment was performed to measure the volume based on the information extracted from binary images. The experimental results show that the proposed method provided high accuracy and precision compared to the water displacement method. In addition, the proposed method is more accurate and faster than the space carving method

    A Robotic System for Learning Visually-Driven Grasp Planning (Dissertation Proposal)

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    We use findings in machine learning, developmental psychology, and neurophysiology to guide a robotic learning system\u27s level of representation both for actions and for percepts. Visually-driven grasping is chosen as the experimental task since it has general applicability and it has been extensively researched from several perspectives. An implementation of a robotic system with a gripper, compliant instrumented wrist, arm and vision is used to test these ideas. Several sensorimotor primitives (vision segmentation and manipulatory reflexes) are implemented in this system and may be thought of as the innate perceptual and motor abilities of the system. Applying empirical learning techniques to real situations brings up such important issues as observation sparsity in high-dimensional spaces, arbitrary underlying functional forms of the reinforcement distribution and robustness to noise in exemplars. The well-established technique of non-parametric projection pursuit regression (PPR) is used to accomplish reinforcement learning by searching for projections of high-dimensional data sets that capture task invariants. We also pursue the following problem: how can we use human expertise and insight into grasping to train a system to select both appropriate hand preshapes and approaches for a wide variety of objects, and then have it verify and refine its skills through trial and error. To accomplish this learning we propose a new class of Density Adaptive reinforcement learning algorithms. These algorithms use statistical tests to identify possibly interesting regions of the attribute space in which the dynamics of the task change. They automatically concentrate the building of high resolution descriptions of the reinforcement in those areas, and build low resolution representations in regions that are either not populated in the given task or are highly uniform in outcome. Additionally, the use of any learning process generally implies failures along the way. Therefore, the mechanics of the untrained robotic system must be able to tolerate mistakes during learning and not damage itself. We address this by the use of an instrumented, compliant robot wrist that controls impact forces
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