334 research outputs found

    Grammar-based Representation and Identification of Dynamical Systems

    Get PDF
    In this paper we propose a novel approach to identify dynamical systems. The method estimates the model structure and the parameters of the model simultaneously, automating the critical decisions involved in identification such as model structure and complexity selection. In order to solve the combined model structure and model parameter estimation problem, a new representation of dynamical systems is proposed. The proposed representation is based on Tree Adjoining Grammar, a formalism that was developed from linguistic considerations. Using the proposed representation, the identification problem can be interpreted as a multi-objective optimization problem and we propose a Evolutionary Algorithm-based approach to solve the problem. A benchmark example is used to demonstrate the proposed approach. The results were found to be comparable to that obtained by state-of-the-art non-linear system identification methods, without making use of knowledge of the system description.Comment: Submitted to European Control Conference (ECC) 201

    Supplementary Material:On Automated Multi-objective Identification Using Grammar-based Genetic Programming

    Get PDF
    This document contains the supplementary material for the contribution "On Automated Multi-objective Identification Using Grammar-based Genetic Programming"

    CLiFF Notes: Research in the Language, Information and Computation Laboratory of the University of Pennsylvania

    Get PDF
    One concern of the Computer Graphics Research Lab is in simulating human task behavior and understanding why the visualization of the appearance, capabilities and performance of humans is so challenging. Our research has produced a system, called Jack, for the definition, manipulation, animation and human factors analysis of simulated human figures. Jack permits the envisionment of human motion by interactive specification and simultaneous execution of multiple constraints, and is sensitive to such issues as body shape and size, linkage, and plausible motions. Enhanced control is provided by natural behaviors such as looking, reaching, balancing, lifting, stepping, walking, grasping, and so on. Although intended for highly interactive applications, Jack is a foundation for other research. The very ubiquitousness of other people in our lives poses a tantalizing challenge to the computational modeler: people are at once the most common object around us, and yet the most structurally complex. Their everyday movements are amazingly fluid, yet demanding to reproduce, with actions driven not just mechanically by muscles and bones but also cognitively by beliefs and intentions. Our motor systems manage to learn how to make us move without leaving us the burden or pleasure of knowing how we did it. Likewise we learn how to describe the actions and behaviors of others without consciously struggling with the processes of perception, recognition, and language. Present technology lets us approach human appearance and motion through computer graphics modeling and three dimensional animation, but there is considerable distance to go before purely synthesized figures trick our senses. We seek to build computational models of human like figures which manifest animacy and convincing behavior. Towards this end, we: Create an interactive computer graphics human model; Endow it with reasonable biomechanical properties; Provide it with human like behaviors; Use this simulated figure as an agent to effect changes in its world; Describe and guide its tasks through natural language instructions. There are presently no perfect solutions to any of these problems; ultimately, however, we should be able to give our surrogate human directions that, in conjunction with suitable symbolic reasoning processes, make it appear to behave in a natural, appropriate, and intelligent fashion. Compromises will be essential, due to limits in computation, throughput of display hardware, and demands of real-time interaction, but our algorithms aim to balance the physical device constraints with carefully crafted models, general solutions, and thoughtful organization. The Jack software is built on Silicon Graphics Iris 4D workstations because those systems have 3-D graphics features that greatly aid the process of interacting with highly articulated figures such as the human body. Of course, graphics capabilities themselves do not make a usable system. Our research has therefore focused on software to make the manipulation of a simulated human figure easy for a rather specific user population: human factors design engineers or ergonomics analysts involved in visualizing and assessing human motor performance, fit, reach, view, and other physical tasks in a workplace environment. The software also happens to be quite usable by others, including graduate students and animators. The point, however, is that program design has tried to take into account a wide variety of physical problem oriented tasks, rather than just offer a computer graphics and animation tool for the already computer sophisticated or skilled animator. As an alternative to interactive specification, a simulation system allows a convenient temporal and spatial parallel programming language for behaviors. The Graphics Lab is working with the Natural Language Group to explore the possibility of using natural language instructions, such as those found in assembly or maintenance manuals, to drive the behavior of our animated human agents. (See the CLiFF note entry for the AnimNL group for details.) Even though Jack is under continual development, it has nonetheless already proved to be a substantial computational tool in analyzing human abilities in physical workplaces. It is being applied to actual problems involving space vehicle inhabitants, helicopter pilots, maintenance technicians, foot soldiers, and tractor drivers. This broad range of applications is precisely the target we intended to reach. The general capabilities embedded in Jack attempt to mirror certain aspects of human performance, rather than the specific requirements of the corresponding workplace. We view the Jack system as the basis of a virtual animated agent that can carry out tasks and instructions in a simulated 3D environment. While we have not yet fooled anyone into believing that the Jack figure is real , its behaviors are becoming more reasonable and its repertoire of actions more extensive. When interactive control becomes more labor intensive than natural language instructional control, we will have reached a significant milestone toward an intelligent agent

    CLiFF Notes: Research in the Language Information and Computation Laboratory of The University of Pennsylvania

    Get PDF
    This report takes its name from the Computational Linguistics Feedback Forum (CLIFF), an informal discussion group for students and faculty. However the scope of the research covered in this report is broader than the title might suggest; this is the yearly report of the LINC Lab, the Language, Information and Computation Laboratory of the University of Pennsylvania. It may at first be hard to see the threads that bind together the work presented here, work by faculty, graduate students and postdocs in the Computer Science, Psychology, and Linguistics Departments, and the Institute for Research in Cognitive Science. It includes prototypical Natural Language fields such as: Combinatorial Categorial Grammars, Tree Adjoining Grammars, syntactic parsing and the syntax-semantics interface; but it extends to statistical methods, plan inference, instruction understanding, intonation, causal reasoning, free word order languages, geometric reasoning, medical informatics, connectionism, and language acquisition. With 48 individual contributors and six projects represented, this is the largest LINC Lab collection to date, and the most diverse

    Toolbox for Discovering Dynamic System Relations via TAG Guided Genetic Programming

    Get PDF
    Data-driven modeling of nonlinear dynamical systems often require an expert user to take critical decisions a priori to the identification procedure. Recently an automated strategy for data driven modeling of \textit{single-input single-output} (SISO) nonlinear dynamical systems based on \textit{Genetic Programming} (GP) and \textit{Tree Adjoining Grammars} (TAG) has been introduced. The current paper extends these latest findings by proposing a \textit{multi-input multi-output} (MIMO) TAG modeling framework for polynomial NARMAX models. Moreover we introduce a TAG identification toolbox in Matlab that provides implementation of the proposed methodology to solve multi-input multi-output identification problems under NARMAX noise assumption. The capabilities of the toolbox and the modelling methodology are demonstrated in the identification of two SISO and one MIMO nonlinear dynamical benchmark models

    Linguistic Optimization

    Get PDF
    Optimality Theory (OT) is a model of language that combines aspects of generative and connectionist linguistics. It is unique in the field in its use of a rank ordering on constraints, which is used to formalize optimization, the choice of the best of a set of potential linguistic forms. We show that phenomena argued to require ranking fall out equally from the form of optimization in OT's predecessor Harmonic Grammar (HG), which uses numerical weights to encode the relative strength of constraints. We further argue that the known problems for HG can be resolved by adopting assumptions about the nature of constraints that have precedents both in OT and elsewhere in computational and generative linguistics. This leads to a formal proof that if the range of each constraint is a bounded number of violations, HG generates a finite number of languages. This is nontrivial, since the set of possible weights for each constraint is nondenumerably infinite. We also briefly review some advantages of HG
    corecore