4,697 research outputs found
Cognition-Based Networks: A New Perspective on Network Optimization Using Learning and Distributed Intelligence
IEEE Access
Volume 3, 2015, Article number 7217798, Pages 1512-1530
Open Access
Cognition-based networks: A new perspective on network optimization using learning and distributed intelligence (Article)
Zorzi, M.a , Zanella, A.a, Testolin, A.b, De Filippo De Grazia, M.b, Zorzi, M.bc
a Department of Information Engineering, University of Padua, Padua, Italy
b Department of General Psychology, University of Padua, Padua, Italy
c IRCCS San Camillo Foundation, Venice-Lido, Italy
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Abstract
In response to the new challenges in the design and operation of communication networks, and taking inspiration from how living beings deal with complexity and scalability, in this paper we introduce an innovative system concept called COgnition-BAsed NETworkS (COBANETS). The proposed approach develops around the systematic application of advanced machine learning techniques and, in particular, unsupervised deep learning and probabilistic generative models for system-wide learning, modeling, optimization, and data representation. Moreover, in COBANETS, we propose to combine this learning architecture with the emerging network virtualization paradigms, which make it possible to actuate automatic optimization and reconfiguration strategies at the system level, thus fully unleashing the potential of the learning approach. Compared with the past and current research efforts in this area, the technical approach outlined in this paper is deeply interdisciplinary and more comprehensive, calling for the synergic combination of expertise of computer scientists, communications and networking engineers, and cognitive scientists, with the ultimate aim of breaking new ground through a profound rethinking of how the modern understanding of cognition can be used in the management and optimization of telecommunication network
A survey of machine learning techniques applied to self organizing cellular networks
In this paper, a survey of the literature of the past fifteen years involving Machine Learning (ML) algorithms applied to self organizing cellular networks is performed. In order for future networks to overcome the current limitations and address the issues of current cellular systems, it is clear that more intelligence needs to be deployed, so that a fully autonomous and flexible network can be enabled. This paper focuses on the learning perspective of Self Organizing Networks (SON) solutions and provides, not only an overview of the most common ML techniques encountered in cellular networks, but also manages to classify each paper in terms of its learning solution, while also giving some examples. The authors also classify each paper in terms of its self-organizing use-case and discuss how each proposed solution performed. In addition, a comparison between the most commonly found ML algorithms in terms of certain SON metrics is performed and general guidelines on when to choose each ML algorithm for each SON function are proposed. Lastly, this work also provides future research directions and new paradigms that the use of more robust and intelligent algorithms, together with data gathered by operators, can bring to the cellular networks domain and fully enable the concept of SON in the near future
Testing Deep Learning Recommender Systems Models on Synthetic GAN-Generated Datasets
The published method Generative Adversarial Networks for Recommender Systems (GANRS) allows generating data sets for collaborative filtering recommendation systems. The GANRS source code is available along with a representative set of generated datasets. We have tested the GANRS method by creating multiple synthetic datasets from three different real datasets taken as a source. Experiments include variations in the number of users in the synthetic datasets, as well as a different number of samples. We have also selected six state-of-the-art collaborative filtering deep learning models to test both their comparative performance and the GANRS method. The results show a consistent behavior of the generated datasets compared to the source ones; particularly, in the obtained values and trends of the precision and recall quality measures. The tested deep learning models have also performed as expected on all synthetic datasets, making it possible to compare the results with those obtained from the real source data. Future work is proposed, including different cold start scenarios, unbalanced data, and demographic fairness
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Reinforcement Learning for Generative Art
Reinforcement learning (RL) is an efficient class of sequential decision-making algorithms that have achieved remarkable success in a broad range of applications, such as robotic manipulations, strategic games, or autonomous driving. The most well-known example of reinforcement learning is AlphaGo, a computer program that plays the board game Go and outperforms top human Go players. Unlike other two major machine learning categories, supervised learning and unsupervised learning, in which media artists are actively engaged, reinforcement learning has yet to result in many creative applications. Generative art is usually driven, in whole or in part, by autonomous systems that are derived from a set of rules. Interestingly, an RL policy can be seen as an autonomous system where the rules are learned by interacting with its environment. Regardless of its initial purpose, reinforcement learning has the potential to expand the boundary of generative art. However, a formal process of applying reinforcement learning to generative art does not yet exist and the current RL tools require an in-depth understanding of RL concepts. To bridge the gap, the first part of the dissertation introduces a conceptual framework to adapt reinforcement learning for generative art. The framework proposes a term RL-based generative art to denote a novel form of generative art of which the use of RL agents is the key element. The creative process of RL-based generative art and possible emergent behaviors are discussed in the framework. This leads to a discussion of several author's related practices on generative art, deep-learning art, and reinforcement learning. Those practices are critical for understanding the conceptual and technical details of each component in order to construct the framework. The second part introduces RL5, a JavaScript library for rapidly prototyping RL environments and training RL policies in web browsers. The library combines RL algorithms and RL environments into one framework and is fully compatible with p5.js. RL5 is developed with a particular focus on simplicity to favor (re)usability of RL algorithms and development of RL environments. Specifically, the library implemented three RL algorithms, Tabular Q-learning, REINFORCE, and DDPG, to cover all the three families of model-free RL, and nine RL environments that six of them address autonomous agents in steering behaviors, which can be used as building blocks for complex systems. Finally, the author demonstrates four different use cases of how to apply RL5 for pedagogical and creative applications
Are You Still With Me? Continuous Engagement Assessment From a Robot's Point of View
Continuously measuring the engagement of users with a robot in a Human-Robot Interaction (HRI) setting paves the way toward in-situ reinforcement learning, improve metrics of interaction quality, and can guide interaction design and behavior optimization. However, engagement is often considered very multi-faceted and difficult to capture in a workable and generic computational model that can serve as an overall measure of engagement. Building upon the intuitive ways humans successfully can assess situation for a degree of engagement when they see it, we propose a novel regression model (utilizing CNN and LSTM networks) enabling robots to compute a single scalar engagement during interactions with humans from standard video streams, obtained from the point of view of an interacting robot. The model is based on a long-term dataset from an autonomous tour guide robot deployed in a public museum, with continuous annotation of a numeric engagement assessment by three independent coders. We show that this model not only can predict engagement very well in our own application domain but show its successful transfer to an entirely different dataset (with different tasks, environment, camera, robot and people). The trained model and the software is available to the HRI community, at https://github.com/LCAS/engagement_detector, as a tool to measure engagement in a variety of settings
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