27,188 research outputs found
Closing the loop between neural network simulators and the OpenAI Gym
Since the enormous breakthroughs in machine learning over the last decade,
functional neural network models are of growing interest for many researchers
in the field of computational neuroscience. One major branch of research is
concerned with biologically plausible implementations of reinforcement
learning, with a variety of different models developed over the recent years.
However, most studies in this area are conducted with custom simulation scripts
and manually implemented tasks. This makes it hard for other researchers to
reproduce and build upon previous work and nearly impossible to compare the
performance of different learning architectures. In this work, we present a
novel approach to solve this problem, connecting benchmark tools from the field
of machine learning and state-of-the-art neural network simulators from
computational neuroscience. This toolchain enables researchers in both fields
to make use of well-tested high-performance simulation software supporting
biologically plausible neuron, synapse and network models and allows them to
evaluate and compare their approach on the basis of standardized environments
of varying complexity. We demonstrate the functionality of the toolchain by
implementing a neuronal actor-critic architecture for reinforcement learning in
the NEST simulator and successfully training it on two different environments
from the OpenAI Gym
21st Century Simulation: Exploiting High Performance Computing and Data Analysis
This paper identifies, defines, and analyzes the limitations imposed on Modeling and Simulation by outmoded
paradigms in computer utilization and data analysis. The authors then discuss two emerging capabilities to
overcome these limitations: High Performance Parallel Computing and Advanced Data Analysis. First, parallel
computing, in supercomputers and Linux clusters, has proven effective by providing users an advantage in
computing power. This has been characterized as a ten-year lead over the use of single-processor computers.
Second, advanced data analysis techniques are both necessitated and enabled by this leap in computing power.
JFCOM's JESPP project is one of the few simulation initiatives to effectively embrace these concepts. The
challenges facing the defense analyst today have grown to include the need to consider operations among non-combatant
populations, to focus on impacts to civilian infrastructure, to differentiate combatants from non-combatants,
and to understand non-linear, asymmetric warfare. These requirements stretch both current
computational techniques and data analysis methodologies. In this paper, documented examples and potential
solutions will be advanced. The authors discuss the paths to successful implementation based on their experience.
Reviewed technologies include parallel computing, cluster computing, grid computing, data logging, OpsResearch,
database advances, data mining, evolutionary computing, genetic algorithms, and Monte Carlo sensitivity analyses.
The modeling and simulation community has significant potential to provide more opportunities for training and
analysis. Simulations must include increasingly sophisticated environments, better emulations of foes, and more
realistic civilian populations. Overcoming the implementation challenges will produce dramatically better insights,
for trainees and analysts. High Performance Parallel Computing and Advanced Data Analysis promise increased
understanding of future vulnerabilities to help avoid unneeded mission failures and unacceptable personnel losses.
The authors set forth road maps for rapid prototyping and adoption of advanced capabilities. They discuss the
beneficial impact of embracing these technologies, as well as risk mitigation required to ensure success
Synopsis of an engineering solution for a painful problem Phantom Limb Pain
This paper is synopsis of a recently proposed solution for treating patients who suffer from Phantom Limb Pain (PLP). The underpinning approach of this research and development project is based on an extension of “mirror box” therapy which has had some promising results in pain reduction. An outline of an immersive individually tailored environment giving the patient a virtually realised limb presence, as a means to pain reduction is provided. The virtual 3D holographic environment is meant to produce immersive, engaging and creative environments and tasks to encourage and maintain patients’ interest, an important aspect in two of the more challenging populations under consideration (over-60s and war veterans). The system is hoped to reduce PLP by more than 3 points on an 11 point Visual Analog Scale (VAS), when a score less than 3 could be attributed to distraction alone
Attention-Based Applications in Extended Reality to Support Autistic Users: A Systematic Review
With the rising prevalence of autism diagnoses, it is essential for research
to understand how to leverage technology to support the diverse nature of
autistic traits. While traditional interventions focused on technology for
medical cure and rehabilitation, recent research aims to understand how
technology can accommodate each unique situation in an efficient and engaging
way. Extended reality (XR) technology has been shown to be effective in
improving attention in autistic users given that it is more engaging and
motivating than other traditional mediums. Here, we conducted a systematic
review of 59 research articles that explored the role of attention in XR
interventions for autistic users. We systematically analyzed demographics,
study design and findings, including autism screening and attention measurement
methods. Furthermore, given methodological inconsistencies in the literature,
we systematically synthesize methods and protocols including screening tools,
physiological and behavioral cues of autism and XR tasks. While there is
substantial evidence for the effectiveness of using XR in attention-based
interventions for autism to support autistic traits, we have identified three
principal research gaps that provide promising research directions to examine
how autistic populations interact with XR. First, our findings highlight the
disproportionate geographic locations of autism studies and underrepresentation
of autistic adults, evidence of gender disparity, and presence of individuals
diagnosed with co-occurring conditions across studies. Second, many studies
used an assortment of standardized and novel tasks and self-report assessments
with limited tested reliability. Lastly, the research lacks evidence of
performance maintenance and transferability.Comment: [Accepted version] K. Wang, S. J. Julier and Y. Cho, "Attention-Based
Applications in Extended Reality to Support Autistic Users: A Systematic
Review," in IEEE Access, vol. 10, pp. 15574-15593, 2022, doi:
10.1109/ACCESS.2022.314772
Evolution of a Complex Predator-Prey Ecosystem on Large-scale Multi-Agent Deep Reinforcement Learning
Simulation of population dynamics is a central research theme in
computational biology, which contributes to understanding the interactions
between predators and preys. Conventional mathematical tools of this theme,
however, are incapable of accounting for several important attributes of such
systems, such as the intelligent and adaptive behavior exhibited by individual
agents. This unrealistic setting is often insufficient to simulate properties
of population dynamics found in the real-world. In this work, we leverage
multi-agent deep reinforcement learning, and we propose a new model of
large-scale predator-prey ecosystems. Using different variants of our proposed
environment, we show that multi-agent simulations can exhibit key real-world
dynamical properties. To obtain this behavior, we firstly define a mating
mechanism such that existing agents reproduce new individuals bound by the
conditions of the environment. Furthermore, we incorporate a real-time
evolutionary algorithm and show that reinforcement learning enhances the
evolution of the agents' physical properties such as speed, attack and
resilience against attacks.Comment: 9 pages, 13 figure
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
A Review of Platforms for the Development of Agent Systems
Agent-based computing is an active field of research with the goal of
building autonomous software of hardware entities. This task is often
facilitated by the use of dedicated, specialized frameworks. For almost thirty
years, many such agent platforms have been developed. Meanwhile, some of them
have been abandoned, others continue their development and new platforms are
released. This paper presents a up-to-date review of the existing agent
platforms and also a historical perspective of this domain. It aims to serve as
a reference point for people interested in developing agent systems. This work
details the main characteristics of the included agent platforms, together with
links to specific projects where they have been used. It distinguishes between
the active platforms and those no longer under development or with unclear
status. It also classifies the agent platforms as general purpose ones, free or
commercial, and specialized ones, which can be used for particular types of
applications.Comment: 40 pages, 2 figures, 9 tables, 83 reference
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