18 research outputs found
Multi-heuristic and game approaches in search problems of the graph theory
We consider in this paper the adaptation of heuristics used for programming
non-deterministic games to the problems of discrete optimization, in particular, some
heuristic methods of decision-making in various discrete optimization problems. The
object of each of these problems is programming anytime algorithms. Among the
problems solved in this paper, there are the classical traveling salesman problem and
some connected problems of minimization for nondeterministic finite automata.
Considered methods for solving these problems are constructed on the basis of special
combination of some heuristics, which belong to some different areas of the theory of
artificial intelligence. More precisely, we shall use some modifications of unfinished
branch-and-bound method; for the selecting immediate step using some heuristics, we
apply dynamic risk functions; simultaneously for the selection of coefficients of the
averaging-out, we also use genetic algorithms; and the reductive self-learning by the
same genetic methods is also used for the start of unfinished branch-and-bound method
again. This combination of heuristics represents a special approach to construction of
anytime-algorithms for the discrete optimization problems. This approach can be
considered as an alternative to application of methods of linear programming, and to
methods of multi-agent optimization, and also to neural networks
Machine learning and its applications in reliability analysis systems
In this thesis, we are interested in exploring some aspects of Machine Learning (ML) and its application in the Reliability Analysis systems (RAs). We begin by investigating some ML paradigms and their- techniques, go on to discuss the possible applications of ML in improving RAs performance, and lastly give guidelines of the architecture of learning RAs. Our survey of ML covers both levels of Neural Network learning and Symbolic learning. In symbolic process learning, five types of learning and their applications are discussed: rote learning, learning from instruction, learning from analogy, learning from examples, and learning from observation and discovery. The Reliability Analysis systems (RAs) presented in this thesis are mainly designed for maintaining plant safety supported by two functions: risk analysis function, i.e., failure mode effect analysis (FMEA) ; and diagnosis function, i.e., real-time fault location (RTFL). Three approaches have been discussed in creating the RAs. According to the result of our survey, we suggest currently the best design of RAs is to embed model-based RAs, i.e., MORA (as software) in a neural network based computer system (as hardware). However, there are still some improvement which can be made through the applications of Machine Learning. By implanting the 'learning element', the MORA will become learning MORA (La MORA) system, a learning Reliability Analysis system with the power of automatic knowledge acquisition and inconsistency checking, and more. To conclude our thesis, we propose an architecture of La MORA
Aplicación de inteligencia artificial en videojuegos : uso de la variante del algoritmo Minimax poda alpha-beta para su desarrollo
Actualmente, los videojuegos forman parte del día a día de un gran porcentaje de personas, con independencia de su edad, sexo, etc. Estos videojuegos, cuya complejidad puede variar desde unas pocas líneas de código a proyectos de varios años que involucran un alto número de programadores y diseñadores no habrían tenido tal éxito de no haber sido por un factor determinante: el desarrollo de la inteligencia artificial en ellos. Por ello, en este proyecto se presentará brevemente la historia de la inteligencia artificial en los videojuegos desde sus comienzos, definiendo los hitos más relevantes y desarrollando un pequeño juego que sirve como ejemplo para definir los puntos importantes a la hora de desarrollar una inteligencia artificial en un videojuego.
ABSTRACT
Nowadays, video games take part of the routine of a wide range of people, regardless of their age, gender, etc. These video games, whose complexity can range from a few lines of code to a several years project involving a large number of programmers and designers would not have had such success if it was not for a determining factor: the development of artificial intelligence. Therefore, in this project it will be briefly presented the history of artificial intelligence in video games from the beginning, defining the most relevant milestones and developing a small game that serves as an example to explain the most important points to take into account when the artificial intelligence of a videogame is being developed
Resource Constrained Design of Artificial Neural Networks Using Comparator Neural Networks
Coordinated Science Laboratory was formerly known as Control Systems LaboratoryNational Aeronautics and Space Administration / NASA NCC 2-48
Learning to read aloud: A neural network approach using sparse distributed memory
An attempt to solve a problem of text-to-phoneme mapping is described which does not appear amenable to solution by use of standard algorithmic procedures. Experiments based on a model of distributed processing are also described. This model (sparse distributed memory (SDM)) can be used in an iterative supervised learning mode to solve the problem. Additional improvements aimed at obtaining better performance are suggested
Pré-distorção neuronal analógica de amplificadores de potência
Mestrado em Engenharia Electrónica e TelecomunicaçõesAs especificações das redes de telecomunicações de quinta geração
ultrapassam largamente as capacidades das técnicas mais modernas de
linearização de amplificadores de potência como a pré-distorção digital. Por
esta razão, esta tese propõe um método de linearização alternativo: um prédistorçor
analógico, à banda base, constituído por uma rede neuronal artificial.
A rede foi treinada usando três métodos distintos: avaliação de política através
de TD(λ), otimização por estratégias de evolução como CMA-ES, e um
algoritmo original de aproximações sucessivas. Apesar do TD(λ) não ter
produzido resultados de simulação satisfatórios, os resultados dos outros dois
métodos foram excelentes: um NMSE entre as funções de transferência
pretendida e efetiva do amplificador pré-distorcido até -70 dB, e uma redução
total das componentes de distorção do espetro de frequência de um sinal GSM
de teste. Apesar das estratégias de evolução terem alcançado este nível de
linearização após cerca de 4 horas de execução contínua, o algoritmo original
consegue fazê-lo numa questão de segundos. Desta forma, esta tese abre
caminho para que se cumpram as exigências das redes de nova geração.Fifth-generation telecommunications networks are expected to have technical
requirements which far outpace the capabilities of modern power amplifier (PA)
linearization techniques such as digital predistortion. For this reason, this thesis
proposes an alternative linearization method: a base band analog predistorter
consisting of an artificial neural network. The network was trained through three
very distinct methods: policy evaluation using TD(λ), optimization using
evolution strategies such as CMA-ES, and an original algorithm of successive
approximations. While TD(λ) proved to be unsuccessful, the other two methods
produced excellent simulation results: an NMSE between the target and the
predistorted PA transfer functions up to -70 dB, and the complete elimination of
distortion components in the frequency spectrum of a GSM test signal. While
the evolution strategies achieved this level of linearization after about 4 hours
of continuous work, the original algorithm consistently does so in a matter of
seconds. In effect, this thesis outlines a way towards the meeting of the
specifications of next-generation networks
Applications of nonlinear dynamics to information processing
The reported results are direct applications of nonlinear dynamics to
information processing or are relevant for the applications. In the second
chapter we describe a simple method for estimating the embedding dimension
that can be used as a first step in constructing nonlinear models. The method for
the reduction of measurement noise in chaotic systems that is presented in the
third chapter is attractive in the cases where high accuracy is necessary. Next
we propose how to overcome some problems encountered in constructing models
of complex nonlinear systems. Finally, the behaviour of one-dimensional
cellular automata useful for the detection of velocities of patterns is shown and
explained in the last chapter.
The method of estimating the embedding dimension is based on the idea that when
the observed dynamical system is deterministic and smooth and the embedding
dimension is correctly chosen, the relationship between the successive
reconstructed state vectors should be described as a continuous mapping. To
check if the given embedding dimension is a good one we search for pairs of state
vectors whose distance is smaller than some number. For each pair we compute
the distance between the successors of the elements of pairs and represent this
distance graphically. When the embedding dimension is equal or larger than the
minimum correct dimension, all distances are small in comparison to distances
for incorrect dimensions. The method for noise reduction is developed assuming that the map of the system
is known and the noise is bounded. The closer the initial condition is to the true
state of the system, the longer the computed trajectory follows the observed
trajectory. To reduce the uncertainty in knowing the given state we recursively
search for the state for which the computed trajectory follows the observed
trajectory as long as possible. The method is demonstrated on several twodimensional
invertible and noninvertible chaotic maps. When the map is known
exactly an arbitrary level of noise reduction can be achieved. With the increase of the complexity of a nonlinear system it is harder to
construct its model. We propose to discover first how to construct a model of a
similar but simple system. Discovered heuristics can be useful in modeling
more complex systems. We demonstrate the approach by constructing a
deterministic feed-forward neural network that can extract velocities of onedimensional
patterns. Analysing simpler models we discovered how to estimate
the necessary numbers of neurons; what are the useful ranges of the
parameters of the network and what are the potential functional dependencies
between the parameters.
The class of one-dimensional cellular automata whose state is a function of both
the previous state and a time-dependant input is described. As inputs we
considered the sequences of binary strings that represent black-and-white
objects moving in front of a white background. As outputs we considered the
trajectory of the automaton. For some rules the automaton will evolve to the
zero state for all velocities of the object except for the velocities in specific
narrow range. The phenomenon is persistent even when a strong noise is
present in input patterns but unreliable units of the automaton or having a
more complex input break it down