77,611 research outputs found
Evolution of a robotic soccer player
Robotic soccer is a complex domain where, rather than hand-coding computer programs to control
the players, it is possible to create them through evolutionary methods. This has been successfully
done before by using genetic programming with high-level genes. Such an approach is, however,
limiting. This work attempts to reduce that limit by evolving control programs using genetic
programming with low-level nodes
Deep Learning: Our Miraculous Year 1990-1991
In 2020, we will celebrate that many of the basic ideas behind the deep
learning revolution were published three decades ago within fewer than 12
months in our "Annus Mirabilis" or "Miraculous Year" 1990-1991 at TU Munich.
Back then, few people were interested, but a quarter century later, neural
networks based on these ideas were on over 3 billion devices such as
smartphones, and used many billions of times per day, consuming a significant
fraction of the world's compute.Comment: 37 pages, 188 references, based on work of 4 Oct 201
Driven by Compression Progress: A Simple Principle Explains Essential Aspects of Subjective Beauty, Novelty, Surprise, Interestingness, Attention, Curiosity, Creativity, Art, Science, Music, Jokes
I argue that data becomes temporarily interesting by itself to some
self-improving, but computationally limited, subjective observer once he learns
to predict or compress the data in a better way, thus making it subjectively
simpler and more beautiful. Curiosity is the desire to create or discover more
non-random, non-arbitrary, regular data that is novel and surprising not in the
traditional sense of Boltzmann and Shannon but in the sense that it allows for
compression progress because its regularity was not yet known. This drive
maximizes interestingness, the first derivative of subjective beauty or
compressibility, that is, the steepness of the learning curve. It motivates
exploring infants, pure mathematicians, composers, artists, dancers, comedians,
yourself, and (since 1990) artificial systems.Comment: 35 pages, 3 figures, based on KES 2008 keynote and ALT 2007 / DS 2007
joint invited lectur
POWERPLAY: Training an Increasingly General Problem Solver by Continually Searching for the Simplest Still Unsolvable Problem
Most of computer science focuses on automatically solving given computational
problems. I focus on automatically inventing or discovering problems in a way
inspired by the playful behavior of animals and humans, to train a more and
more general problem solver from scratch in an unsupervised fashion. Consider
the infinite set of all computable descriptions of tasks with possibly
computable solutions. The novel algorithmic framework POWERPLAY (2011)
continually searches the space of possible pairs of new tasks and modifications
of the current problem solver, until it finds a more powerful problem solver
that provably solves all previously learned tasks plus the new one, while the
unmodified predecessor does not. Wow-effects are achieved by continually making
previously learned skills more efficient such that they require less time and
space. New skills may (partially) re-use previously learned skills. POWERPLAY's
search orders candidate pairs of tasks and solver modifications by their
conditional computational (time & space) complexity, given the stored
experience so far. The new task and its corresponding task-solving skill are
those first found and validated. The computational costs of validating new
tasks need not grow with task repertoire size. POWERPLAY's ongoing search for
novelty keeps breaking the generalization abilities of its present solver. This
is related to Goedel's sequence of increasingly powerful formal theories based
on adding formerly unprovable statements to the axioms without affecting
previously provable theorems. The continually increasing repertoire of problem
solving procedures can be exploited by a parallel search for solutions to
additional externally posed tasks. POWERPLAY may be viewed as a greedy but
practical implementation of basic principles of creativity. A first
experimental analysis can be found in separate papers [53,54].Comment: 21 pages, additional connections to previous work, references to
first experiments with POWERPLA
Curriculum Guidelines for Undergraduate Programs in Data Science
The Park City Math Institute (PCMI) 2016 Summer Undergraduate Faculty Program
met for the purpose of composing guidelines for undergraduate programs in Data
Science. The group consisted of 25 undergraduate faculty from a variety of
institutions in the U.S., primarily from the disciplines of mathematics,
statistics and computer science. These guidelines are meant to provide some
structure for institutions planning for or revising a major in Data Science
Evolutionary Algorithms for Reinforcement Learning
There are two distinct approaches to solving reinforcement learning problems,
namely, searching in value function space and searching in policy space.
Temporal difference methods and evolutionary algorithms are well-known examples
of these approaches. Kaelbling, Littman and Moore recently provided an
informative survey of temporal difference methods. This article focuses on the
application of evolutionary algorithms to the reinforcement learning problem,
emphasizing alternative policy representations, credit assignment methods, and
problem-specific genetic operators. Strengths and weaknesses of the
evolutionary approach to reinforcement learning are presented, along with a
survey of representative applications
Grand Challenges of Traceability: The Next Ten Years
In 2007, the software and systems traceability community met at the first
Natural Bridge symposium on the Grand Challenges of Traceability to establish
and address research goals for achieving effective, trustworthy, and ubiquitous
traceability. Ten years later, in 2017, the community came together to evaluate
a decade of progress towards achieving these goals. These proceedings document
some of that progress. They include a series of short position papers,
representing current work in the community organized across four process axes
of traceability practice. The sessions covered topics from Trace Strategizing,
Trace Link Creation and Evolution, Trace Link Usage, real-world applications of
Traceability, and Traceability Datasets and benchmarks. Two breakout groups
focused on the importance of creating and sharing traceability datasets within
the research community, and discussed challenges related to the adoption of
tracing techniques in industrial practice. Members of the research community
are engaged in many active, ongoing, and impactful research projects. Our hope
is that ten years from now we will be able to look back at a productive decade
of research and claim that we have achieved the overarching Grand Challenge of
Traceability, which seeks for traceability to be always present, built into the
engineering process, and for it to have "effectively disappeared without a
trace". We hope that others will see the potential that traceability has for
empowering software and systems engineers to develop higher-quality products at
increasing levels of complexity and scale, and that they will join the active
community of Software and Systems traceability researchers as we move forward
into the next decade of research
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