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Predicting wins, losses and attributes' sensitivities in the soccer World Cup 2018 using neural network analysis
Predicting the results of soccer competitions and the contributions of match attributes, in particular, has gained popularity in recent years. Big data processing obtained from different sensors, cameras and analysis systems needs modern tools that can provide a deep understanding of the relationship between this huge amount of data produced by sensors and cameras, both linear and non-linear data. Using data mining tools does not appear sufficient to provide a deep understanding of the relationship between the match attributes and results and how to predict or optimize the results based upon performance variables. This study aimed to suggest a different approach to predict wins, losses and attributes' sensitivities which enables the prediction of match results based on the most sensitive attributes that affect it as a second step. A radial basis function neural network model has successfully weighted the effectiveness of all match attributes and classified the team results into the target groups as a win or loss. The neural network model's output demonstrated a correct percentage of win and loss of 83.3% and 72.7% respectively, with a low Root Mean Square training error of 2.9% and testing error of 0.37%. Out of 75 match attributes, 19 were identified as powerful predictors of success. The most powerful respectively were: the Total Team Medium Pass Attempted (MBA) 100%; the Distance Covered Team Average in zone 3 (15-20 km/h; Zone3_TA) 99%; the Team Average ball delivery into the attacking third of the field (TA_DAT) 80.9%; the Total Team Covered Distance without Ball Possession (Not in_Poss_TT) 76.8%; and the Average Distance Covered by Team (Game TA) 75.1%. Therefore, the novel radial based function neural network model can be employed by sports scientists to adapt training, tactics and opposition analysis to improve performance
Solving Battle Management/Command Control and Communication Problem using Modified BIONET
This paper proposes and implements a neural architecture to solve the weapon allocationproblem in the multi-layer defense scenario using modified BIONET neural network architecture.The presynaptic layer of the modified BIONET reduces the dimensionality of the principal stateequation by partitioning the state space. The post-synaptic layer of the modified BIONET includesthe perceptron Q-learning rule. The cortical layer incorporates L-learning scheme to providebetter exploration over action space. Thus, action selection is effectively made with quickerconvergence of training. The reward scheme in the reinforcement learning is obtained bycalculating the measure of probability of survival. The decision module has been enhanced byincorporating the features corresponding to the battle weapons for effective representation ofthe environment. Thus, the modified BIONET neural architecture is used to increase the efficiencyof assets saved in the simulation and the time complexity is reduced due to the state-spacepartitioning scheme involved in the neural network. The proposed modified BIONET isimplemented in MATLAB and the percentage of assets saved is increased. Also, the trainingtime is drastically reduced. Thus, the modified BIONET resulted in saving more assets with fasterconvergence of learning
The Challenges in SDN/ML Based Network Security : A Survey
Machine Learning is gaining popularity in the network security domain as many
more network-enabled devices get connected, as malicious activities become
stealthier, and as new technologies like Software Defined Networking (SDN)
emerge. Sitting at the application layer and communicating with the control
layer, machine learning based SDN security models exercise a huge influence on
the routing/switching of the entire SDN. Compromising the models is
consequently a very desirable goal. Previous surveys have been done on either
adversarial machine learning or the general vulnerabilities of SDNs but not
both. Through examination of the latest ML-based SDN security applications and
a good look at ML/SDN specific vulnerabilities accompanied by common attack
methods on ML, this paper serves as a unique survey, making a case for more
secure development processes of ML-based SDN security applications.Comment: 8 pages. arXiv admin note: substantial text overlap with
arXiv:1705.0056
Multi-task near-field perception for autonomous driving using surround-view fisheye cameras
Die Bildung der Augen führte zum Urknall der Evolution. Die Dynamik änderte sich von einem primitiven Organismus, der auf den Kontakt mit der Nahrung wartete, zu einem Organismus, der durch visuelle Sensoren gesucht wurde. Das menschliche Auge ist eine der raffiniertesten Entwicklungen der Evolution, aber es hat immer noch Mängel. Der Mensch hat über Millionen von Jahren einen biologischen Wahrnehmungsalgorithmus entwickelt, der in der Lage ist, Autos zu fahren, Maschinen zu bedienen, Flugzeuge zu steuern und Schiffe zu navigieren. Die Automatisierung dieser Fähigkeiten für Computer ist entscheidend für verschiedene Anwendungen, darunter selbstfahrende Autos, Augmented Realität und architektonische Vermessung. Die visuelle Nahfeldwahrnehmung im Kontext von selbstfahrenden Autos kann die Umgebung in einem Bereich von 0 - 10 Metern und 360° Abdeckung um das Fahrzeug herum wahrnehmen. Sie ist eine entscheidende Entscheidungskomponente bei der Entwicklung eines sichereren automatisierten Fahrens. Jüngste Fortschritte im Bereich Computer Vision und Deep Learning in Verbindung mit hochwertigen Sensoren wie Kameras und LiDARs haben ausgereifte Lösungen für die visuelle Wahrnehmung hervorgebracht. Bisher stand die Fernfeldwahrnehmung im Vordergrund. Ein weiteres wichtiges Problem ist die begrenzte Rechenleistung, die für die Entwicklung von Echtzeit-Anwendungen zur Verfügung steht. Aufgrund dieses Engpasses kommt es häufig zu einem Kompromiss zwischen Leistung und Laufzeiteffizienz. Wir konzentrieren uns auf die folgenden Themen, um diese anzugehen: 1) Entwicklung von Nahfeld-Wahrnehmungsalgorithmen mit hoher Leistung und geringer Rechenkomplexität für verschiedene visuelle Wahrnehmungsaufgaben wie geometrische und semantische Aufgaben unter Verwendung von faltbaren neuronalen Netzen. 2) Verwendung von Multi-Task-Learning zur Überwindung von Rechenengpässen durch die gemeinsame Nutzung von initialen Faltungsschichten zwischen den Aufgaben und die Entwicklung von Optimierungsstrategien, die die Aufgaben ausbalancieren.The formation of eyes led to the big bang of evolution. The dynamics changed from a primitive organism waiting for the food to come into contact for eating food being sought after by visual sensors. The human eye is one of the most sophisticated developments of evolution, but it still has defects. Humans have evolved a biological perception algorithm capable of driving cars, operating machinery, piloting aircraft, and navigating ships over millions of years. Automating these capabilities for computers is critical for various applications, including self-driving cars, augmented reality, and architectural surveying. Near-field visual perception in the context of self-driving cars can perceive the environment in a range of 0 - 10 meters and 360° coverage around the vehicle. It is a critical decision-making component in the development of safer automated driving. Recent advances in computer vision and deep learning, in conjunction with high-quality sensors such as cameras and LiDARs, have fueled mature visual perception solutions. Until now, far-field perception has been the primary focus. Another significant issue is the limited processing power available for developing real-time applications. Because of this bottleneck, there is frequently a trade-off between performance and run-time efficiency. We concentrate on the following issues in order to address them: 1) Developing near-field perception algorithms with high performance and low computational complexity for various visual perception tasks such as geometric and semantic tasks using convolutional neural networks. 2) Using Multi-Task Learning to overcome computational bottlenecks by sharing initial convolutional layers between tasks and developing optimization strategies that balance tasks
Experiments in Aggregating Air Ordnance Effectiveness Data for the TACWAR Model
An interactive MS Access&trademark; based application that aggregates the output of the SABSEL model for input into the TACWAR model is developed. The application was developed following efforts to create a functional approximation of the SABSEL data using neural networks, statistical networks, and traditional statistical techniques. These approximations were compared to a look-up table methodology on the basis of accuracy, (RMS
A Multi Agent System for Flow-Based Intrusion Detection
The detection and elimination of threats to cyber security is essential for system functionality, protection of valuable information, and preventing costly destruction of assets. This thesis presents a Mobile Multi-Agent Flow-Based IDS called MFIREv3 that provides network anomaly detection of intrusions and automated defense. This version of the MFIRE system includes the development and testing of a Multi-Objective Evolutionary Algorithm (MOEA) for feature selection that provides agents with the optimal set of features for classifying the state of the network. Feature selection provides separable data points for the selected attacks: Worm, Distributed Denial of Service, Man-in-the-Middle, Scan, and Trojan. This investigation develops three techniques of self-organization for multiple distributed agents in an intrusion detection system: Reputation, Stochastic, and Maximum Cover. These three movement models are tested for effectiveness in locating good agent vantage points within the network to classify the state of the network. MFIREv3 also introduces the design of defensive measures to limit the effects of network attacks. Defensive measures included in this research are rate-limiting and elimination of infected nodes. The results of this research provide an optimistic outlook for flow-based multi-agent systems for cyber security. The impact of this research illustrates how feature selection in cooperation with movement models for multi agent systems provides excellent attack detection and classification
Early Prediction of Diabetes Using Deep Learning Convolution Neural Network and Harris Hawks Optimization
Owing to the gravity of the diabetic disease the minimal level symptoms for diabetic failure in the early stage must be forecasted. The prediction system instantaneous and prior must thus be developed to eliminate serious medical factors. Information gathered from Pima Indian Diabetic dataset are synthesized through a profound learning approach that provides features for diabetic level information. Metadata is used to enhance the recognition process for the profound learned features. The distinct details retrieved by integrated machine and computer technology, including glucose level, health information, age, insulin level, etc. Due to the efficacious Hawks Optimization Algorithm (HOA), the data's insignificant participation in diabetic diagnostic processes is minimized in process analysis luminosity. Diabetic disease has been categorized with Deep Learning Convolution Networks (DLCNN) from among the chosen diabetic characteristics. The process output developed is measured on the basis of test results in terms of error rate, sensitivity, specificity and accuracy
Mimicking human player strategies in fighting games using game artificial intelligence techniques
Fighting videogames (also known as fighting games) are ever growing in popularity and accessibility. The isolated console experiences of 20th century gaming has been replaced by online gaming services that allow gamers to play from almost anywhere in the world with one another. This gives rise to competitive gaming on a global scale enabling them to experience fresh play styles and challenges by playing someone new.
Fighting games can typically be played either as a single player experience, or against another human player, whether it is via a network or a traditional multiplayer experience. However, there are two issues with these approaches. First, the single player offering in many fighting games is regarded as being simplistic in design, making the moves by the computer predictable. Secondly, while playing against other human players can be more varied and challenging, this may not always be achievable due to the logistics involved in setting up such a bout. Game Artificial Intelligence could provide a solution to both of these issues, allowing a human player s strategy to be learned and then mimicked by the AI fighter.
In this thesis, game AI techniques have been researched to provide a means of mimicking human player strategies in strategic fighting games with multiple parameters. Various techniques and their current usages are surveyed, informing the design of two separate solutions to this problem. The first solution relies solely on leveraging k nearest neighbour classification to identify which move should be executed based on the in-game parameters, resulting in decisions being made at the operational level and being fed from the bottom-up to the strategic level. The second solution utilises a number of existing Artificial Intelligence techniques, including data driven finite state machines, hierarchical clustering and k nearest neighbour classification, in an architecture that makes decisions at the strategic level and feeds them from the top-down to the operational level, resulting in the execution of moves. This design is underpinned by a novel algorithm to aid the mimicking process, which is used to identify patterns and strategies within data collated during bouts between two human players. Both solutions are evaluated quantitatively and qualitatively. A conclusion summarising the findings, as well as future work, is provided. The conclusions highlight the fact that both solutions are proficient in mimicking human strategies, but each has its own strengths depending on the type of strategy played out by the human. More structured, methodical strategies are better mimicked by the data driven finite state machine hybrid architecture, whereas the k nearest neighbour approach is better suited to tactical approaches, or even random button bashing that does not always conform to a pre-defined strategy
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