23,170 research outputs found
A study of digital techniques for signal processing
Analysis and definition of digital techniques for signal processin
Dynamic Multilevel Graph Visualization
We adapt multilevel, force-directed graph layout techniques to visualizing
dynamic graphs in which vertices and edges are added and removed in an online
fashion (i.e., unpredictably). We maintain multiple levels of coarseness using
a dynamic, randomized coarsening algorithm. To ensure the vertices follow
smooth trajectories, we employ dynamics simulation techniques, treating the
vertices as point particles. We simulate fine and coarse levels of the graph
simultaneously, coupling the dynamics of adjacent levels. Projection from
coarser to finer levels is adaptive, with the projection determined by an
affine transformation that evolves alongside the graph layouts. The result is a
dynamic graph visualizer that quickly and smoothly adapts to changes in a
graph.Comment: 21 page
Comparative evaluation of approaches in T.4.1-4.3 and working definition of adaptive module
The goal of this deliverable is two-fold: (1) to present and compare different approaches towards learning and encoding movements us- ing dynamical systems that have been developed by the AMARSi partners (in the past during the first 6 months of the project), and (2) to analyze their suitability to be used as adaptive modules, i.e. as building blocks for the complete architecture that will be devel- oped in the project. The document presents a total of eight approaches, in two groups: modules for discrete movements (i.e. with a clear goal where the movement stops) and for rhythmic movements (i.e. which exhibit periodicity). The basic formulation of each approach is presented together with some illustrative simulation results. Key character- istics such as the type of dynamical behavior, learning algorithm, generalization properties, stability analysis are then discussed for each approach. We then make a comparative analysis of the different approaches by comparing these characteristics and discussing their suitability for the AMARSi project
Engineering Resilient Collective Adaptive Systems by Self-Stabilisation
Collective adaptive systems are an emerging class of networked computational
systems, particularly suited in application domains such as smart cities,
complex sensor networks, and the Internet of Things. These systems tend to
feature large scale, heterogeneity of communication model (including
opportunistic peer-to-peer wireless interaction), and require inherent
self-adaptiveness properties to address unforeseen changes in operating
conditions. In this context, it is extremely difficult (if not seemingly
intractable) to engineer reusable pieces of distributed behaviour so as to make
them provably correct and smoothly composable.
Building on the field calculus, a computational model (and associated
toolchain) capturing the notion of aggregate network-level computation, we
address this problem with an engineering methodology coupling formal theory and
computer simulation. On the one hand, functional properties are addressed by
identifying the largest-to-date field calculus fragment generating
self-stabilising behaviour, guaranteed to eventually attain a correct and
stable final state despite any transient perturbation in state or topology, and
including highly reusable building blocks for information spreading,
aggregation, and time evolution. On the other hand, dynamical properties are
addressed by simulation, empirically evaluating the different performances that
can be obtained by switching between implementations of building blocks with
provably equivalent functional properties. Overall, our methodology sheds light
on how to identify core building blocks of collective behaviour, and how to
select implementations that improve system performance while leaving overall
system function and resiliency properties unchanged.Comment: To appear on ACM Transactions on Modeling and Computer Simulatio
Stochastic learning in co-ordination games : a simulation approach
In the presence of externalities, consumption behaviour depends on the solution of a co-ordination problem. In our paper we suggest a learning approach to the study of co-ordination in consumption contexts where agents adjust their choices on the basis of the reinforcement (payoff) they receive during the game. The results of simulations allowed us to distinguish the roles of different aspects of learning in enabling co-ordination within a population of agents. Our main results highlight: 1. the role played by the speed of learning in determining failures of the co-ordination process; 2. the effect of forgetting past experiences on the speed of the co-ordination process; 3. the role of experimentation in bringing the process of co-ordination into an efficient equilibrium
Distributed ARTMAP
Distributed coding at the hidden layer of a multi-layer perceptron (MLP) endows the network with memory compression and noise tolerance capabilities. However, an MLP typically requires slow off-line learning to avoid catastrophic forgetting in an open input environment. An adaptive resonance theory (ART) model is designed to guarantee stable memories even with fast on-line learning. However, ART stability typically requires winner-take-all coding, which may cause category proliferation in a noisy input environment. Distributed ARTMAP (dARTMAP) seeks to combine the computational advantages of MLP and ART systems in a real-time neural network for supervised learning. This system incorporates elements of the unsupervised dART model as well as new features, including a content-addressable memory (CAM) rule. Simulations show that dARTMAP retains fuzzy ARTMAP accuracy while significantly improving memory compression. The model's computational learning rules correspond to paradoxical cortical data.Office of Naval Research (N00014-95-1-0409, N00014-95-1-0657
Feedback control by online learning an inverse model
A model, predictor, or error estimator is often used by a feedback controller to control a plant. Creating such a model is difficult when the plant exhibits nonlinear behavior. In this paper, a novel online learning control framework is proposed that does not require explicit knowledge about the plant. This framework uses two learning modules, one for creating an inverse model, and the other for actually controlling the plant. Except for their inputs, they are identical. The inverse model learns by the exploration performed by the not yet fully trained controller, while the actual controller is based on the currently learned model. The proposed framework allows fast online learning of an accurate controller. The controller can be applied on a broad range of tasks with different dynamic characteristics. We validate this claim by applying our control framework on several control tasks: 1) the heating tank problem (slow nonlinear dynamics); 2) flight pitch control (slow linear dynamics); and 3) the balancing problem of a double inverted pendulum (fast linear and nonlinear dynamics). The results of these experiments show that fast learning and accurate control can be achieved. Furthermore, a comparison is made with some classical control approaches, and observations concerning convergence and stability are made
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