16,358 research outputs found
An internal model approach to (optimal) frequency regulation in power grids with time-varying voltages
This paper studies the problem of frequency regulation in power grids under
unknown and possible time-varying load changes, while minimizing the generation
costs. We formulate this problem as an output agreement problem for
distribution networks and address it using incremental passivity and
distributed internal-model-based controllers. Incremental passivity enables a
systematic approach to study convergence to the steady state with zero
frequency deviation and to design the controller in the presence of
time-varying voltages, whereas the internal-model principle is applied to
tackle the uncertain nature of the loads.Comment: 16 pages. Abridged version appeared in the Proceedings of the 21st
International Symposium on Mathematical Theory of Networks and Systems, MTNS
2014, Groningen, the Netherlands. Submitted in December 201
GEMINI: A Generic Multi-Modal Natural Interface Framework for Videogames
In recent years videogame companies have recognized the role of player
engagement as a major factor in user experience and enjoyment. This encouraged
a greater investment in new types of game controllers such as the WiiMote, Rock
Band instruments and the Kinect. However, the native software of these
controllers was not originally designed to be used in other game applications.
This work addresses this issue by building a middleware framework, which maps
body poses or voice commands to actions in any game. This not only warrants a
more natural and customized user-experience but it also defines an
interoperable virtual controller. In this version of the framework, body poses
and voice commands are respectively recognized through the Kinect's built-in
cameras and microphones. The acquired data is then translated into the native
interaction scheme in real time using a lightweight method based on spatial
restrictions. The system is also prepared to use Nintendo's Wiimote as an
auxiliary and unobtrusive gamepad for physically or verbally impractical
commands. System validation was performed by analyzing the performance of
certain tasks and examining user reports. Both confirmed this approach as a
practical and alluring alternative to the game's native interaction scheme. In
sum, this framework provides a game-controlling tool that is totally
customizable and very flexible, thus expanding the market of game consumers.Comment: WorldCIST'13 Internacional Conferenc
Two-Level Lattice Neural Network Architectures for Control of Nonlinear Systems
In this paper, we consider the problem of automatically designing a Rectified Linear Unit (ReLU) Neural Network (NN) architecture (number of layers and number of neurons per layer) with the guarantee that it is sufficiently parametrized to control a nonlinear system. Whereas current state-of-the-art techniques are based on hand-picked architectures or heuristic-based search to find such NN architectures, our approach exploits a given model of the system to design an architecture; as a result, we provide a guarantee that the resulting NN architecture is sufficient to implement a controller that satisfies an achievable specification. Our approach exploits two basic ideas. First, we assume that the system can be controlled by a Lipschitz-continuous state-feedback controller that is unknown but whose Lipschitz constant is upper-bounded by a known constant; then using this assumption, we bound the number of affine functions needed to construct a Continuous Piecewise Affine (CPWA) function that can approximate the unknown Lipschitz-continuous controller. Second, we utilize the authors' recent results on the Two-Level Lattice (TLL) NN architecture, a novel NN architecture that was shown to be parameterized directly by the number of affine functions that comprise the CPWA function it realizes. We also evaluate our method by designing a NN architecture to control an inverted pendulum
Ms Pac-Man versus Ghost Team CEC 2011 competition
Games provide an ideal test bed for computational intelligence and significant progress has been made in recent years, most notably in games such as Go, where the level of play is now competitive with expert human play on smaller boards. Recently, a significantly more complex class of games has received increasing attention: real-time video games. These games pose many new challenges, including strict time constraints, simultaneous moves and open-endedness. Unlike in traditional board games, computational play is generally unable to compete with human players. One driving force in improving the overall performance of artificial intelligence players are game competitions where practitioners may evaluate and compare their methods against those submitted by others and possibly human players as well. In this paper we introduce a new competition based on the popular arcade video game Ms Pac-Man: Ms Pac-Man versus Ghost Team. The competition, to be held at the Congress on Evolutionary Computation 2011 for the first time, allows participants to develop controllers for either the Ms Pac-Man agent or for the Ghost Team and unlike previous Ms Pac-Man competitions that relied on screen capture, the players now interface directly with the game engine. In this paper we introduce the competition, including a review of previous work as well as a discussion of several aspects regarding the setting up of the game competition itself. © 2011 IEEE
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