41,581 research outputs found

    Multi-objective optimisation of machine tool error mapping using automated planning

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    Error mapping of machine tools is a multi-measurement task that is planned based on expert knowledge. There are no intelligent tools aiding the production of optimal measurement plans. In previous work, a method of intelligently constructing measurement plans demonstrated that it is feasible to optimise the plans either to reduce machine tool downtime or the estimated uncertainty of measurement due to the plan schedule. However, production scheduling and a continuously changing environment can impose conflicting constraints on downtime and the uncertainty of measurement. In this paper, the use of the produced measurement model to minimise machine tool downtime, the uncertainty of measurement and the arithmetic mean of both is investigated and discussed through the use of twelve different error mapping instances. The multi-objective search plans on average have a 3% reduction in the time metric when compared to the downtime of the uncertainty optimised plan and a 23% improvement in estimated uncertainty of measurement metric when compared to the uncertainty of the temporally optimised plan. Further experiments on a High Performance Computing (HPC) architecture demonstrated that there is on average a 3% improvement in optimality when compared with the experiments performed on the PC architecture. This demonstrates that even though a 4% improvement is beneficial, in most applications a standard PC architecture will result in valid error mapping plan

    Learning Rigid Image Registration - Utilizing Convolutional Neural Networks for Medical Image Registration

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    Many traditional computer vision tasks, such as segmentation, have seen large step-changes in accuracy and/or speed with the application of Convolutional Neural Networks (CNNs). Image registration, the alignment of two or more images to a common space, is a fundamental step in many medical imaging workflows. In this paper we investigate whether these techniques can also bring tangible benefits to the registration task. We describe and evaluate the use of convolutional neural networks (CNNs) for both mono- and multi- modality registration and compare their performance to more traditional schemes, namely multi-scale, iterative registration. This paper also investigates incorporating inverse consistency of the learned spatial transformations to impose additional constraints on the network during training and investigate any benefit in accuracy during detection. The approaches are validated with a series of artificial mono-modal registration tasks utilizing T1-weighted MR brain i mages from the Open Access Series of Imaging Studies (OASIS) study and IXI brain development dataset and a series of real multi-modality registration tasks using T1-weighted and T2-weighted MR brain images from the 2015 Ischemia Stroke Lesion segmentation (ISLES) challenge. The results demonstrate that CNNs give excellent performance for both mono- and multi- modality head and neck registration compared to the baseline method with significantly fewer outliers and lower mean errors

    Genetic algorithm design of neural network and fuzzy logic controllers

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    Genetic algorithm design of neural network and fuzzy logic controller

    Darwinian Data Structure Selection

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    Data structure selection and tuning is laborious but can vastly improve an application's performance and memory footprint. Some data structures share a common interface and enjoy multiple implementations. We call them Darwinian Data Structures (DDS), since we can subject their implementations to survival of the fittest. We introduce ARTEMIS a multi-objective, cloud-based search-based optimisation framework that automatically finds optimal, tuned DDS modulo a test suite, then changes an application to use that DDS. ARTEMIS achieves substantial performance improvements for \emph{every} project in 55 Java projects from DaCapo benchmark, 88 popular projects and 3030 uniformly sampled projects from GitHub. For execution time, CPU usage, and memory consumption, ARTEMIS finds at least one solution that improves \emph{all} measures for 86%86\% (37/4337/43) of the projects. The median improvement across the best solutions is 4.8%4.8\%, 10.1%10.1\%, 5.1%5.1\% for runtime, memory and CPU usage. These aggregate results understate ARTEMIS's potential impact. Some of the benchmarks it improves are libraries or utility functions. Two examples are gson, a ubiquitous Java serialization framework, and xalan, Apache's XML transformation tool. ARTEMIS improves gson by 16.516.5\%, 1%1\% and 2.2%2.2\% for memory, runtime, and CPU; ARTEMIS improves xalan's memory consumption by 23.523.5\%. \emph{Every} client of these projects will benefit from these performance improvements.Comment: 11 page

    Dynamic Face Video Segmentation via Reinforcement Learning

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    For real-time semantic video segmentation, most recent works utilised a dynamic framework with a key scheduler to make online key/non-key decisions. Some works used a fixed key scheduling policy, while others proposed adaptive key scheduling methods based on heuristic strategies, both of which may lead to suboptimal global performance. To overcome this limitation, we model the online key decision process in dynamic video segmentation as a deep reinforcement learning problem and learn an efficient and effective scheduling policy from expert information about decision history and from the process of maximising global return. Moreover, we study the application of dynamic video segmentation on face videos, a field that has not been investigated before. By evaluating on the 300VW dataset, we show that the performance of our reinforcement key scheduler outperforms that of various baselines in terms of both effective key selections and running speed. Further results on the Cityscapes dataset demonstrate that our proposed method can also generalise to other scenarios. To the best of our knowledge, this is the first work to use reinforcement learning for online key-frame decision in dynamic video segmentation, and also the first work on its application on face videos.Comment: CVPR 2020. 300VW with segmentation labels is available at: https://github.com/mapleandfire/300VW-Mas

    CERN openlab Whitepaper on Future IT Challenges in Scientific Research

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    This whitepaper describes the major IT challenges in scientific research at CERN and several other European and international research laboratories and projects. Each challenge is exemplified through a set of concrete use cases drawn from the requirements of large-scale scientific programs. The paper is based on contributions from many researchers and IT experts of the participating laboratories and also input from the existing CERN openlab industrial sponsors. The views expressed in this document are those of the individual contributors and do not necessarily reflect the view of their organisations and/or affiliates

    Ms Pac-Man versus Ghost Team CEC 2011 competition

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    Games provide an ideal test bed for computational intelligence and significant progress has been made in recent years, most notably in games such as Go, where the level of play is now competitive with expert human play on smaller boards. Recently, a significantly more complex class of games has received increasing attention: real-time video games. These games pose many new challenges, including strict time constraints, simultaneous moves and open-endedness. Unlike in traditional board games, computational play is generally unable to compete with human players. One driving force in improving the overall performance of artificial intelligence players are game competitions where practitioners may evaluate and compare their methods against those submitted by others and possibly human players as well. In this paper we introduce a new competition based on the popular arcade video game Ms Pac-Man: Ms Pac-Man versus Ghost Team. The competition, to be held at the Congress on Evolutionary Computation 2011 for the first time, allows participants to develop controllers for either the Ms Pac-Man agent or for the Ghost Team and unlike previous Ms Pac-Man competitions that relied on screen capture, the players now interface directly with the game engine. In this paper we introduce the competition, including a review of previous work as well as a discussion of several aspects regarding the setting up of the game competition itself. © 2011 IEEE
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