2 research outputs found

    Modified Cellular Simultaneous Recurrent Networks with Cellular Particle Swarm Optimization

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    A cellular simultaneous recurrent network (CSRN) [1-11] is a neural network architecture that uses conventional simultaneous recurrent networks (SRNs), or cells in a cellular structure. The cellular structure adds complexity, so the training of CSRNs is far more challenging than that of conventional SRNs. Computer Go serves as an excellent test bed for CSRNs because of its clear-cut objective. For the training data, we developed an accurate theoretical foundation and game tree for the 2x2 game board. The conventional CSRN architecture suffers from the multi-valued function problem; our modified CSRN architecture overcomes the problem by employing ternary coding of the Go board\u27s representation and a normalized input dimension reduction. We demonstrate a 2x2 game tree trained with the proposed CSRN architecture and the proposed cellular particle swarm optimization

    Spatial-temporal reasoning applications of computational intelligence in the game of Go and computer networks

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    Spatial-temporal reasoning is the ability to reason with spatial images or information about space over time. In this dissertation, computational intelligence techniques are applied to computer Go and computer network applications. Among four experiments, the first three are related to the game of Go, and the last one concerns the routing problem in computer networks. The first experiment represents the first training of a modified cellular simultaneous recurrent network (CSRN) trained with cellular particle swarm optimization (PSO). Another contribution is the development of a comprehensive theoretical study of a 2x2 Go research platform with a certified 5 dan Go expert. The proposed architecture successfully trains a 2x2 game tree. The contribution of the second experiment is the development of a computational intelligence algorithm calledcollective cooperative learning (CCL). CCL learns the group size of Go stones on a Go board with zero knowledge by communicating only with the immediate neighbors. An analysis determines the lower bound of a design parameter that guarantees a solution. The contribution of the third experiment is the proposal of a unified system architecture for a Go robot. A prototype Go robot is implemented for the first time in the literature. The last experiment tackles a disruption-tolerant routing problem for a network suffering from link disruption. This experiment represents the first time that the disruption-tolerant routing problem has been formulated with a Markov Decision Process. In addition, the packet delivery rate has been improved under a range of link disruption levels via a reinforcement learning approach --Abstract, page iv
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