146,168 research outputs found
Parameterized Algorithmics for Computational Social Choice: Nine Research Challenges
Computational Social Choice is an interdisciplinary research area involving
Economics, Political Science, and Social Science on the one side, and
Mathematics and Computer Science (including Artificial Intelligence and
Multiagent Systems) on the other side. Typical computational problems studied
in this field include the vulnerability of voting procedures against attacks,
or preference aggregation in multi-agent systems. Parameterized Algorithmics is
a subfield of Theoretical Computer Science seeking to exploit meaningful
problem-specific parameters in order to identify tractable special cases of in
general computationally hard problems. In this paper, we propose nine of our
favorite research challenges concerning the parameterized complexity of
problems appearing in this context
Credit assignment in multiple goal embodied visuomotor behavior
The intrinsic complexity of the brain can lead one to set aside issues related to its relationships with the body, but the field of embodied cognition emphasizes that understanding brain function at the system level requires one to address the role of the brain-body interface. It has only recently been appreciated that this interface performs huge amounts of computation that does not have to be repeated by the brain, and thus affords the brain great simplifications in its representations. In effect the brainâs abstract states can refer to coded representations of the world created by the body. But even if the brain can communicate with the world through abstractions, the severe speed limitations in its neural circuitry mean that vast amounts of indexing must be performed during development so that appropriate behavioral responses can be rapidly accessed. One way this could happen would be if the brain used a decomposition whereby behavioral primitives could be quickly accessed and combined. This realization motivates our study of independent sensorimotor task solvers, which we call modules, in directing behavior. The issue we focus on herein is how an embodied agent can learn to calibrate such individual visuomotor modules while pursuing multiple goals. The biologically plausible standard for module programming is that of reinforcement given during exploration of the environment. However this formulation contains a substantial issue when sensorimotor modules are used in combination: The credit for their overall performance must be divided amongst them. We show that this problem can be solved and that diverse task combinations are beneficial in learning and not a complication, as usually assumed. Our simulations show that fast algorithms are available that allot credit correctly and are insensitive to measurement noise
Multi-layer Architecture For Storing Visual Data Based on WCF and Microsoft SQL Server Database
In this paper we present a novel architecture for storing visual data.
Effective storing, browsing and searching collections of images is one of the
most important challenges of computer science. The design of architecture for
storing such data requires a set of tools and frameworks such as SQL database
management systems and service-oriented frameworks. The proposed solution is
based on a multi-layer architecture, which allows to replace any component
without recompilation of other components. The approach contains five
components, i.e. Model, Base Engine, Concrete Engine, CBIR service and
Presentation. They were based on two well-known design patterns: Dependency
Injection and Inverse of Control. For experimental purposes we implemented the
SURF local interest point detector as a feature extractor and -means
clustering as indexer. The presented architecture is intended for content-based
retrieval systems simulation purposes as well as for real-world CBIR tasks.Comment: Accepted for the 14th International Conference on Artificial
Intelligence and Soft Computing, ICAISC, June 14-18, 2015, Zakopane, Polan
Deep learning for video game playing
In this article, we review recent Deep Learning advances in the context of
how they have been applied to play different types of video games such as
first-person shooters, arcade games, and real-time strategy games. We analyze
the unique requirements that different game genres pose to a deep learning
system and highlight important open challenges in the context of applying these
machine learning methods to video games, such as general game playing, dealing
with extremely large decision spaces and sparse rewards
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