3,252 research outputs found

    Local feature weighting in nearest prototype classification

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    The distance metric is the corner stone of nearest neighbor (NN)-based methods, and therefore, of nearest prototype (NP) algorithms. That is because they classify depending on the similarity of the data. When the data is characterized by a set of features which may contribute to the classification task in different levels, feature weighting or selection is required, sometimes in a local sense. However, local weighting is typically restricted to NN approaches. In this paper, we introduce local feature weighting (LFW) in NP classification. LFW provides each prototype its own weight vector, opposite to typical global weighting methods found in the NP literature, where all the prototypes share the same one. Providing each prototype its own weight vector has a novel effect in the borders of the Voronoi regions generated: They become nonlinear. We have integrated LFW with a previously developed evolutionary nearest prototype classifier (ENPC). The experiments performed both in artificial and real data sets demonstrate that the resulting algorithm that we call LFW in nearest prototype classification (LFW-NPC) avoids overfitting on training data in domains where the features may have different contribution to the classification task in different areas of the feature space. This generalization capability is also reflected in automatically obtaining an accurate and reduced set of prototypes.Publicad

    A genetic algorithm based on nearest neighbour classification to breast cancer diagnosis

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    Copyright © 2003 ACPSEM. All rights reserved. The document attached has been archived with permission from the publisher.R. Jain and J. Mazumda

    Mimicking human player strategies in fighting games using game artificial intelligence techniques

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    Fighting videogames (also known as fighting games) are ever growing in popularity and accessibility. The isolated console experiences of 20th century gaming has been replaced by online gaming services that allow gamers to play from almost anywhere in the world with one another. This gives rise to competitive gaming on a global scale enabling them to experience fresh play styles and challenges by playing someone new. Fighting games can typically be played either as a single player experience, or against another human player, whether it is via a network or a traditional multiplayer experience. However, there are two issues with these approaches. First, the single player offering in many fighting games is regarded as being simplistic in design, making the moves by the computer predictable. Secondly, while playing against other human players can be more varied and challenging, this may not always be achievable due to the logistics involved in setting up such a bout. Game Artificial Intelligence could provide a solution to both of these issues, allowing a human player s strategy to be learned and then mimicked by the AI fighter. In this thesis, game AI techniques have been researched to provide a means of mimicking human player strategies in strategic fighting games with multiple parameters. Various techniques and their current usages are surveyed, informing the design of two separate solutions to this problem. The first solution relies solely on leveraging k nearest neighbour classification to identify which move should be executed based on the in-game parameters, resulting in decisions being made at the operational level and being fed from the bottom-up to the strategic level. The second solution utilises a number of existing Artificial Intelligence techniques, including data driven finite state machines, hierarchical clustering and k nearest neighbour classification, in an architecture that makes decisions at the strategic level and feeds them from the top-down to the operational level, resulting in the execution of moves. This design is underpinned by a novel algorithm to aid the mimicking process, which is used to identify patterns and strategies within data collated during bouts between two human players. Both solutions are evaluated quantitatively and qualitatively. A conclusion summarising the findings, as well as future work, is provided. The conclusions highlight the fact that both solutions are proficient in mimicking human strategies, but each has its own strengths depending on the type of strategy played out by the human. More structured, methodical strategies are better mimicked by the data driven finite state machine hybrid architecture, whereas the k nearest neighbour approach is better suited to tactical approaches, or even random button bashing that does not always conform to a pre-defined strategy

    Exploiting synergy between ontologies and recommender systems

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    Recommender systems learn about user preferences over time, automatically finding things of similar interest. This reduces the burden of creating explicit queries. Recommender systems do, however, suffer from cold-start problems where no initial information is available early on upon which to base recommendations.Semantic knowledge structures, such as ontologies, can provide valuable domain knowledge and user information. However, acquiring such knowledge and keeping it up to date is not a trivial task and user interests are particularly difficult to acquire and maintain. This paper investigates the synergy between a web-based research paper recommender system and an ontology containing information automatically extracted from departmental databases available on the web. The ontology is used to address the recommender systems cold-start problem. The recommender system addresses the ontology's interest-acquisition problem. An empirical evaluation of this approach is conducted and the performance of the integrated systems measured
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