3,095 research outputs found

    POWERPLAY: Training an Increasingly General Problem Solver by Continually Searching for the Simplest Still Unsolvable Problem

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    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

    Investigating Machine Learning Techniques for Gesture Recognition with Low-Cost Capacitive Sensing Arrays

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    Machine learning has proven to be an effective tool for forming models to make predictions based on sample data. Supervised learning, a subset of machine learning, can be used to map input data to output labels based on pre-existing paired data. Datasets for machine learning can be created from many different sources and vary in complexity, with popular datasets including the MNIST handwritten dataset and CIFAR10 image dataset. The focus of this thesis is to test and validate multiple machine learning models for accurately classifying gestures performed on a low-cost capacitive sensing array. Multiple neural networks are trained using gesture datasets obtained from the capacitance board. In this paper, I train and compare different machine learning models on recognizing gesture datasets. Learning hyperparameters are also adjusted for results. Two datasets are used for the training: one containing simple gestures and another containing more complicated gestures. Accuracy and loss for the models are calculated and compared to determine which models excel at recognizing performed gestures

    Why and When Can Deep -- but Not Shallow -- Networks Avoid the Curse of Dimensionality: a Review

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    The paper characterizes classes of functions for which deep learning can be exponentially better than shallow learning. Deep convolutional networks are a special case of these conditions, though weight sharing is not the main reason for their exponential advantage
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