708 research outputs found

    GIMO : A multi-objective anytime rule mining system to ease iterative feedback from domain experts

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    Data extracted from software repositories is used intensively in Software Engineering research, for example, to predict defects in source code. In our research in this area, with data from open source projects as well as an industrial partner, we noticed several shortcomings of conventional data mining approaches for classification problems: (1) Domain experts’ acceptance is of critical importance, and domain experts can provide valuable input, but it is hard to use this feedback. (2) Evaluating the quality of the model is not a matter of calculating AUC or accuracy. Instead, there are multiple objectives of varying importance with hard to quantify trade-offs. Furthermore, the performance of the model cannot be evaluated on a per-instance level in our case, because it shares aspects with the set cover problem. To overcome these problems, we take a holistic approach and develop a rule mining system that simplifies iterative feedback from domain experts and can incorporate the domain-specific evaluation needs. A central part of the system is a novel multi-objective anytime rule mining algorithm. The algorithm is based on the GRASP-PR meta-heuristic but extends it with ideas from several other approaches. We successfully applied the system in the industrial context. In the current article, we focus on the description of the algorithm and the concepts of the system. We make an implementation of the system available. © 2020 The Author

    From Chess and Atari to StarCraft and Beyond: How Game AI is Driving the World of AI

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    This paper reviews the field of Game AI, which not only deals with creating agents that can play a certain game, but also with areas as diverse as creating game content automatically, game analytics, or player modelling. While Game AI was for a long time not very well recognized by the larger scientific community, it has established itself as a research area for developing and testing the most advanced forms of AI algorithms and articles covering advances in mastering video games such as StarCraft 2 and Quake III appear in the most prestigious journals. Because of the growth of the field, a single review cannot cover it completely. Therefore, we put a focus on important recent developments, including that advances in Game AI are starting to be extended to areas outside of games, such as robotics or the synthesis of chemicals. In this article, we review the algorithms and methods that have paved the way for these breakthroughs, report on the other important areas of Game AI research, and also point out exciting directions for the future of Game AI

    Algorithm Engineering for Realistic Journey Planning in Transportation Networks

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    Diese Dissertation beschäftigt sich mit der Routenplanung in Transportnetzen. Es werden neue, effiziente algorithmische Ansätze zur Berechnung optimaler Verbindungen in öffentlichen Verkehrsnetzen, Straßennetzen und multimodalen Netzen, die verschiedene Transportmodi miteinander verknüpfen, eingeführt. Im Fokus der Arbeit steht dabei die Praktikabilität der Ansätze, was durch eine ausführliche experimentelle Evaluation belegt wird

    Deep Reinforcement Learning and Game Theoretic Monte Carlo Decision Process for Safe and Efficient Lane Change Maneuver and Speed Management

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    Predicting the states of the surrounding traffic is one of the major problems in automated driving. Maneuvers such as lane change, merge, and exit management could pose challenges in the absence of intervehicular communication and can benefit from driver behavior prediction. Predicting the motion of surrounding vehicles and trajectory planning need to be computationally efficient for real-time implementation. This dissertation presents a decision process model for real-time automated lane change and speed management in highway and urban traffic. In lane change and merge maneuvers, it is important to know how neighboring vehicles will act in the imminent future. Human driver models, probabilistic approaches, rule-base techniques, and machine learning approach have addressed this problem only partially as they do not focus on the behavioral features of the vehicles. The main goal of this research is to develop a fast algorithm that predicts the future states of the neighboring vehicles, runs a fast decision process, and learns the regretfulness and rewardfulness of the executed decisions. The presented algorithm is developed based on level-K game theory to model and predict the interaction between the vehicles. Using deep reinforcement learning, this algorithm encodes and memorizes the past experiences that are recurrently used to reduce the computations and speed up motion planning. Also, we use Monte Carlo Tree Search (MCTS) as an effective tool that is employed nowadays for fast planning in complex and dynamic game environments. This development leverages the computation power efficiently and showcases promising outcomes for maneuver planning and predicting the environment’s dynamics. In the absence of traffic connectivity that may be due to either passenger’s choice of privacy or the vehicle’s lack of technology, this development can be extended and employed in automated vehicles for real-world and practical applications

    新たな進化的及びニューロン計算による分類問題に関する研究

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    富山大学・富理工博甲第172号・銭孝孝・2020/3/24富山大学202

    Transdisciplinary AI Observatory -- Retrospective Analyses and Future-Oriented Contradistinctions

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    In the last years, AI safety gained international recognition in the light of heterogeneous safety-critical and ethical issues that risk overshadowing the broad beneficial impacts of AI. In this context, the implementation of AI observatory endeavors represents one key research direction. This paper motivates the need for an inherently transdisciplinary AI observatory approach integrating diverse retrospective and counterfactual views. We delineate aims and limitations while providing hands-on-advice utilizing concrete practical examples. Distinguishing between unintentionally and intentionally triggered AI risks with diverse socio-psycho-technological impacts, we exemplify a retrospective descriptive analysis followed by a retrospective counterfactual risk analysis. Building on these AI observatory tools, we present near-term transdisciplinary guidelines for AI safety. As further contribution, we discuss differentiated and tailored long-term directions through the lens of two disparate modern AI safety paradigms. For simplicity, we refer to these two different paradigms with the terms artificial stupidity (AS) and eternal creativity (EC) respectively. While both AS and EC acknowledge the need for a hybrid cognitive-affective approach to AI safety and overlap with regard to many short-term considerations, they differ fundamentally in the nature of multiple envisaged long-term solution patterns. By compiling relevant underlying contradistinctions, we aim to provide future-oriented incentives for constructive dialectics in practical and theoretical AI safety research
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