17,132 research outputs found
Using Bad Learners to find Good Configurations
Finding the optimally performing configuration of a software system for a
given setting is often challenging. Recent approaches address this challenge by
learning performance models based on a sample set of configurations. However,
building an accurate performance model can be very expensive (and is often
infeasible in practice). The central insight of this paper is that exact
performance values (e.g. the response time of a software system) are not
required to rank configurations and to identify the optimal one. As shown by
our experiments, models that are cheap to learn but inaccurate (with respect to
the difference between actual and predicted performance) can still be used rank
configurations and hence find the optimal configuration. This novel
\emph{rank-based approach} allows us to significantly reduce the cost (in terms
of number of measurements of sample configuration) as well as the time required
to build models. We evaluate our approach with 21 scenarios based on 9 software
systems and demonstrate that our approach is beneficial in 16 scenarios; for
the remaining 5 scenarios, an accurate model can be built by using very few
samples anyway, without the need for a rank-based approach.Comment: 11 pages, 11 figure
Abstract Learning Frameworks for Synthesis
We develop abstract learning frameworks (ALFs) for synthesis that embody the
principles of CEGIS (counter-example based inductive synthesis) strategies that
have become widely applicable in recent years. Our framework defines a general
abstract framework of iterative learning, based on a hypothesis space that
captures the synthesized objects, a sample space that forms the space on which
induction is performed, and a concept space that abstractly defines the
semantics of the learning process. We show that a variety of synthesis
algorithms in current literature can be embedded in this general framework.
While studying these embeddings, we also generalize some of the synthesis
problems these instances are of, resulting in new ways of looking at synthesis
problems using learning. We also investigate convergence issues for the general
framework, and exhibit three recipes for convergence in finite time. The first
two recipes generalize current techniques for convergence used by existing
synthesis engines. The third technique is a more involved technique of which we
know of no existing instantiation, and we instantiate it to concrete synthesis
problems
Positioning for conceptual development using latent semantic analysis
With increasing opportunities to learn online, the problem of positioning learners in an educational network of content offers new possibilities for the utilisation of geometry-based natural language processing techniques.
In this article, the adoption of latent semantic analysis (LSA) for guiding learners in their conceptual development is investigated. We propose five new algorithmic derivations of LSA and test their validity for positioning in an experiment in order to draw back conclusions on the suitability of machine learning from previously accredited evidence. Special attention is thereby directed towards the role of distractors and the calculation of thresholds when using similarities as a proxy for assessing conceptual closeness.
Results indicate that learning improves positioning. Distractors are of low value and seem to be replaceable by generic noise to improve threshold calculation. Furthermore, new ways to flexibly calculate thresholds could be identified
ANN for Tic-Tac-Toe Learning
Throughout this research, imposing the training of an Artificial Neural Network (ANN) to play tic-tac-toe bored
game, by training the ANN to play the tic-tac-toe logic using the set of mathematical combination of the sequences that could
be played by the system and using both the Gradient Descent Algorithm explicitly and the Elimination theory rules implicitly.
And so on the system should be able to produce imunate amalgamations to solve every state within the game course to make
better of results of winnings or getting draw
ANN for Tic-Tac-Toe Learning
Throughout this research, imposing the training of an Artificial Neural Network (ANN) to play tic-tac-toe bored game, by training the ANN to play the tic-tac-toe logic using the set of mathematical combination of the sequences that could be played by the system and using both the Gradient Descent Algorithm explicitly and the Elimination theory rules implicitly. And so on the system should be able to produce imunate amalgamations to solve every state within the game course to make better of results of winnings or getting draw
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