17 research outputs found

    Design and Construction of Zana Robot for Modeling Human Player in Rock-paper-scissors Game using Multilayer Perceptron, Radial basis Functions and Markov Algorithms

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    In this paper, the implementation of artificial neural networks (multilayer perceptron [MLP] and radial base functions [RBF]) and the upgraded Markov chain model have been studied and performed to identify the human behavior patterns during rock, paper, and scissors game. The main motivation of this research is the design and construction of an intelligent robot with the ability to defeat a human opponent. MATLAB software has been used to implement intelligent algorithms. After implementing the algorithms, their effectiveness in detecting human behavior pattern has been investigated. To ensure the ideal performance of the implemented model, each player played with the desired algorithms in three different stages. The results showed that the percentage of winning computer with MLP and RBF neural networks and upgraded Markov model, on average in men and women is 59%, 76.66%, and 75%, respectively. Obtained results clearly indicate a very good performance of the RBF neural network and the upgraded Markov model in the mental modeling of the human opponent in the game of rock, paper, and scissors. In the end, the designed game has been employed in both hardware and software which include the Zana intelligent robot and a digital version with a graphical user interface design on the stand. To the best knowledge of the authors, the precision of novel presented method for determining human behavior patterns was the highest precision among all of the previous studies

    Designing and evaluating the usability of a machine learning API for rapid prototyping music technology

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    To better support creative software developers and music technologists' needs, and to empower them as machine learning users and innovators, the usability of and developer experience with machine learning tools must be considered and better understood. We review background research on the design and evaluation of application programming interfaces (APIs), with a focus on the domain of machine learning for music technology software development. We present the design rationale for the RAPID-MIX API, an easy-to-use API for rapid prototyping with interactive machine learning, and a usability evaluation study with software developers of music technology. A cognitive dimensions questionnaire was designed and delivered to a group of 12 participants who used the RAPID-MIX API in their software projects, including people who developed systems for personal use and professionals developing software products for music and creative technology companies. The results from the questionnaire indicate that participants found the RAPID-MIX API a machine learning API which is easy to learn and use, fun, and good for rapid prototyping with interactive machine learning. Based on these findings, we present an analysis and characterization of the RAPID-MIX API based on the cognitive dimensions framework, and discuss its design trade-offs and usability issues. We use these insights and our design experience to provide design recommendations for ML APIs for rapid prototyping of music technology. We conclude with a summary of the main insights, a discussion of the merits and challenges of the application of the CDs framework to the evaluation of machine learning APIs, and directions to future work which our research deems valuable

    Optimisation de réseaux de neurones à décharges avec contraintes matérielles pour processeur neuromorphique

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    Les modèles informatiques basés sur l'apprentissage machine ont démarré la seconde révolution de l'intelligence artificielle. Capables d'atteindre des performances que l'on crut inimaginables au préalable, ces modèles semblent devenir partie courante dans plusieurs domaines. La face cachée de ceux-ci est que l'énergie consommée pour l'apprentissage, et l'utilisation de ces techniques, est colossale. La dernière décennie a été marquée par l'arrivée de plusieurs processeurs neuromorphiques pouvant simuler des réseaux de neurones avec une faible consommation d'énergie. Ces processeurs offrent une alternative aux conventionnelles cartes graphiques qui demeurent à ce jour essentielles au domaine. Ces processeurs sont capables de réduire la consommation d'énergie en utilisant un modèle de neurone événementiel, plus communément appelé neurone à décharge. Ce type de neurone est fondamentalement différent du modèle classique, et possède un aspect temporel important. Les méthodes, algorithmes et outils développés pour le modèle de neurone classique ne sont pas adaptés aux neurones à décharges. Cette thèse de doctorat décrit plusieurs approches fondamentales, dédiées à la création de processeurs neuromorphiques analogiques, qui permettent de pallier l'écart existant entre les systèmes à base de neurones conventionnels et à décharges. Dans un premier temps, nous présentons une nouvelle règle de plasticité synaptique permettant l'apprentissage non supervisé des réseaux de neurones récurrents utilisant ce nouveau type de neurone. Puis, nous proposons deux nouvelles méthodes pour la conception des topologies de ce même type de réseau. Finalement, nous améliorons les techniques d'apprentissage supervisé en augmentant la capacité de mémoire de réseaux récurrents. Les éléments de cette thèse marient l'inspiration biologique du cerveau, l'ingénierie neuromorphique et l'informatique fondamentale pour permettre d'optimiser les réseaux de neurones pouvant fonctionner sur des processeurs neuromorphiques analogiques

    Algorithms for Neural Prosthetic Applications

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    abstract: In the last 15 years, there has been a significant increase in the number of motor neural prostheses used for restoring limb function lost due to neurological disorders or accidents. The aim of this technology is to enable patients to control a motor prosthesis using their residual neural pathways (central or peripheral). Recent studies in non-human primates and humans have shown the possibility of controlling a prosthesis for accomplishing varied tasks such as self-feeding, typing, reaching, grasping, and performing fine dexterous movements. A neural decoding system comprises mainly of three components: (i) sensors to record neural signals, (ii) an algorithm to map neural recordings to upper limb kinematics and (iii) a prosthetic arm actuated by control signals generated by the algorithm. Machine learning algorithms that map input neural activity to the output kinematics (like finger trajectory) form the core of the neural decoding system. The choice of the algorithm is thus, mainly imposed by the neural signal of interest and the output parameter being decoded. The various parts of a neural decoding system are neural data, feature extraction, feature selection, and machine learning algorithm. There have been significant advances in the field of neural prosthetic applications. But there are challenges for translating a neural prosthesis from a laboratory setting to a clinical environment. To achieve a fully functional prosthetic device with maximum user compliance and acceptance, these factors need to be addressed and taken into consideration. Three challenges in developing robust neural decoding systems were addressed by exploring neural variability in the peripheral nervous system for dexterous finger movements, feature selection methods based on clinically relevant metrics and a novel method for decoding dexterous finger movements based on ensemble methods.Dissertation/ThesisDoctoral Dissertation Bioengineering 201

    Modeling and Generating Strategy Games Mechanics

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    Design and training of deep reinforcement learning agents

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    Deep reinforcement learning is a field of research at the intersection of reinforcement learning and deep learning. On one side, the problem that researchers address is the one of reinforcement learning: to act efficiently. A large number of algorithms were developed decades ago in this field to update value functions and policies, explore, and plan. On the other side, deep learning methods provide powerful function approximators to address the problem of representing functions such as policies, value functions, and models. The combination of ideas from these two fields offers exciting new perspectives. However, building successful deep reinforcement learning experiments is particularly difficult due to the large number of elements that must be combined and adjusted appropriately. This thesis proposes a broad overview of the organization of these elements around three main axes: agent design, environment design, and infrastructure design. Arguably, the success of deep reinforcement learning research is due to the tremendous amount of effort that went into each of them, both from a scientific and engineering perspective, and their diffusion via open source repositories. For each of these three axes, a dedicated part of the thesis describes a number of related works that were carried out during the doctoral research. The first part, devoted to the design of agents, presents two works. The first one addresses the problem of applying discrete action methods to large multidimensional action spaces. A general method called action branching is proposed, and its effectiveness is demonstrated with a novel agent, named BDQ, applied to discretized continuous action spaces. The second work deals with the problem of maximizing the utility of a single transition when learning to achieve a large number of goals. In particular, it focuses on learning to reach spatial locations in games and proposes a new method called Q-map to do so efficiently. An exploration mechanism based on this method is then used to demonstrate the effectiveness of goal-directed exploration. Elements of these works cover some of the main building blocks of agents: update methods, neural architectures, exploration strategies, replays, and hierarchy. The second part, devoted to the design of environments, also presents two works. The first one shows how various tasks and demonstrations can be combined to learn complex skill spaces that can then be reused to solve even more challenging tasks. The proposed method, called CoMic, extends previous work on motor primitives by using a single multi-clip motion capture tracking task in conjunction with complementary tasks targeting out-of-distribution movements. The second work addresses a particular type of control method vastly neglected in traditional environments but essential for animals: muscle control. An open source codebase called OstrichRL is proposed, containing a musculoskeletal model of an ostrich, an ensemble of tasks, and motion capture data. The results obtained by training a state-of-the-art agent on the proposed tasks show that controlling such a complex system is very difficult and illustrate the importance of using motion capture data. Elements of these works demonstrate the meticulous work that must go into designing environment parts such as: models, observations, rewards, terminations, resets, steps, and demonstrations. The third part, on the design of infrastructures, presents three works. The first one explains the difference between the types of time limits commonly used in reinforcement learning and why they are often treated inappropriately. In one case, tasks are time-limited by nature and a notion of time should be available to agents to maintain the Markov property of the underlying decision process. In the other case, tasks are not time-limited by nature, but time limits are used for convenience to diversify experiences. This is the most common case. It requires a distinction between time limits and environmental terminations, and bootstrapping should be performed at the end of partial episodes. The second work proposes to unify the most popular deep learning frameworks using a single library called Ivy, and provides new differentiable and framework-agnostic libraries built with it. Four such code bases are provided for gradient-based robot motion planning, mechanics, 3D vision, and differentiable continuous control environments. Finally, the third paper proposes a novel deep reinforcement learning library, called Tonic, built with simplicity and modularity in mind, to accelerate prototyping and evaluation. In particular, it contains implementations of several continuous control agents and a large-scale benchmark. Elements of these works illustrate the different components to consider when building the infrastructure for an experiment: deep learning framework, schedules, and distributed training. Added to these are the various ways to perform evaluations and analyze results for meaningful, interpretable, and reproducible deep reinforcement learning research.Open Acces

    Video-based Bed Monitoring

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    Humanoid Robots

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    For many years, the human being has been trying, in all ways, to recreate the complex mechanisms that form the human body. Such task is extremely complicated and the results are not totally satisfactory. However, with increasing technological advances based on theoretical and experimental researches, man gets, in a way, to copy or to imitate some systems of the human body. These researches not only intended to create humanoid robots, great part of them constituting autonomous systems, but also, in some way, to offer a higher knowledge of the systems that form the human body, objectifying possible applications in the technology of rehabilitation of human beings, gathering in a whole studies related not only to Robotics, but also to Biomechanics, Biomimmetics, Cybernetics, among other areas. This book presents a series of researches inspired by this ideal, carried through by various researchers worldwide, looking for to analyze and to discuss diverse subjects related to humanoid robots. The presented contributions explore aspects about robotic hands, learning, language, vision and locomotion

    Pengembangan Bahan Ajar Cai Ipa Dengan Pendekatan Integrative Learning Untuk Meningkatkan Hasil Belajar Siswa

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    Abstrak Pada era globalisasi kemajuan teknologi komunikasi dan informasi berkembang begitu pesat, hal ini membawa perubahan pada setiap aspek kehidupan, termasuk pada sistem pendidikan dan pembelajaran. Sehingga diperlukan terobosan dan inovasi baru dalam proses pembelajaran yang dilakukan guru dengan memanfaatkan multimedia dalam menyampaikan materi ajar. Salah satu bahan ajar multimedia tersebut adalah Computer Assisted Instuction (CAI). Penelitian ini bertujuan untuk mengembangkan bahan ajar CAI dengan pendekatan Integrative Learning untuk meningkatkan hasil belajar IPA. Jenis penelitiannya adalah penelitian dan pengembangan yang dikembangkan oleh Sukmadinata. Tahapannya meliputi; 1) Studi Pendahuluan, 2) Pengembangan Produk, dan 3) Uji Produk. Data kualitatif diambil dari instrumen yang diberikan oleh ahli materi, ahli media, dan keterbacaan bahan ajar oleh siswa, sedangkan data kuantitatif adalah hasil tes belajar siswa sebanyak 72 siswa. Analisis data menggunakan uji t dan melihat dampaknya menggunakan effect size. Hasil penelitian menunjukkan bahwa produk bahan ajar CAI IPA ini sangat layak untuk digunakan dalam pembelajaran di SMP dengan capaian nilai validator materi 3,81, capaian nilai validator media 3,65, dan dari siswa 3,31. Uji efektivitas produk pengembangan bahan ajar CAI IPA dilihat dari nilai rerata kelas eksperimen 75,42, sedangan nilai rerata kelas kontrol 60,54. Setelah dilakukan Uji t taraf signifikansi 0,05 diperoleh �ℎ����� 5,794 > ������ 1,99, disimpulkan bahwa terdapat perbedaan secara signifikan hasil belajar siswa yang menggunaan bahan ajar CAI IPA dibandingkan dengan hasil belajar siswa secara konvensional. Kekuatan penelitian ini adalah bahan ajar CAI IPA yang dikembangkan lebih effektif dan effisien, dalam waktu yang sama, siswa akan belajar lebih cepat, menguasai materi dan mengingat lebih banyak dari apa yang sudah dipelajari. Kelemahannya adalah diperlukan dukungan software dan hardware yang memadai untuk menggunakannya. Kata Kunci: CAI, Integrative Learnin
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