3,200 research outputs found

    A comparison of linear and calendar travel itinerary visualizations for personal digital assistants

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    Various graphical travel itinerary visualization systems have in recent years been developed to allow making easier references between different events such as flights and hotel bookings on a travel itinerary, thereby addressing a problem with tabular itineraries which list travel events in a chronological order of date and time, and only allow referencing consecutive events. These graphical travel itinerary systems are based on a linear visualization of travel events. Although this linear visualization deals with some of the problems associated with tabular itineraries, it is not the only form of visualization which might be capable of addressing these issues. This paper introduces a new visualization of travel itineraries, called the calendar visualization, which relies on a more familiar concept of calendars to depict the relationships between travel events. This paper also describes an empirical study undertaken to compare the calendar and linear itinerary visualizations

    Joint Geo-Spatial Preference and Pairwise Ranking for Point-of-Interest Recommendation

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    Recommending users with preferred point-of-interests (POIs) has become an important task for location-based social networks, which facilitates users' urban exploration by helping them filter out unattractive locations. Although the influence of geographical neighborhood has been studied in the rating prediction task (i.e. regression), few work have exploited it to develop a ranking-oriented objective function to improve top-N item recommendations. To solve this task, we conduct a manual inspection on real-world datasets, and find that each individual's traits are likely to cluster around multiple centers. Hence, we propose a co-pairwise ranking model based on the assumption that users prefer to assign higher ranks to the POIs near previously rated ones. The proposed method can learn preference ordering from non-observed rating pairs, and thus can alleviate the sparsity problem of matrix factorization. Evaluation on two publicly available datasets shows that our method performs significantly better than state-of-the-art techniques for the top-N item recommendation task

    Monte Carlo Approaches to Parameterized Poker Squares

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    The paper summarized a variety of Monte Carlo approaches employed in the top three performing entries to the Parameterized Poker Squares NSG Challenge competition. In all cases AI players benefited from real-time machine learning and various Monte Carlo game-tree search techniques

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    Department of Computer Science and EngineeringRecently deep reinforcement learning (DRL) algorithms show super human performances in the simulated game domains. In practical points, the sample efficiency is also one of the most important measures to determine the performance of a model. Especially for the environment of large search spaces (e.g. continuous action space), it is very critical condition to achieve the state-of-the-art performance. In this thesis, we design a model to be applicable to multi-end games in continuous space with high sample efficiency. A multi-end game has several sub-games which are independent each other but affect the result of the game by some rules of its domain. We verify the algorithm in the environment of simulated curling.clos

    Deep Reinforcement Learning on a Budget: 3D Control and Reasoning Without a Supercomputer

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    An important goal of research in Deep Reinforcement Learning in mobile robotics is to train agents capable of solving complex tasks, which require a high level of scene understanding and reasoning from an egocentric perspective. When trained from simulations, optimal environments should satisfy a currently unobtainable combination of high-fidelity photographic observations, massive amounts of different environment configurations and fast simulation speeds. In this paper we argue that research on training agents capable of complex reasoning can be simplified by decoupling from the requirement of high fidelity photographic observations. We present a suite of tasks requiring complex reasoning and exploration in continuous, partially observable 3D environments. The objective is to provide challenging scenarios and a robust baseline agent architecture that can be trained on mid-range consumer hardware in under 24h. Our scenarios combine two key advantages: (i) they are based on a simple but highly efficient 3D environment (ViZDoom) which allows high speed simulation (12000fps); (ii) the scenarios provide the user with a range of difficulty settings, in order to identify the limitations of current state of the art algorithms and network architectures. We aim to increase accessibility to the field of Deep-RL by providing baselines for challenging scenarios where new ideas can be iterated on quickly. We argue that the community should be able to address challenging problems in reasoning of mobile agents without the need for a large compute infrastructure
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