197,904 research outputs found

    Learning 3D Navigation Protocols on Touch Interfaces with Cooperative Multi-Agent Reinforcement Learning

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    Using touch devices to navigate in virtual 3D environments such as computer assisted design (CAD) models or geographical information systems (GIS) is inherently difficult for humans, as the 3D operations have to be performed by the user on a 2D touch surface. This ill-posed problem is classically solved with a fixed and handcrafted interaction protocol, which must be learned by the user. We propose to automatically learn a new interaction protocol allowing to map a 2D user input to 3D actions in virtual environments using reinforcement learning (RL). A fundamental problem of RL methods is the vast amount of interactions often required, which are difficult to come by when humans are involved. To overcome this limitation, we make use of two collaborative agents. The first agent models the human by learning to perform the 2D finger trajectories. The second agent acts as the interaction protocol, interpreting and translating to 3D operations the 2D finger trajectories from the first agent. We restrict the learned 2D trajectories to be similar to a training set of collected human gestures by first performing state representation learning, prior to reinforcement learning. This state representation learning is addressed by projecting the gestures into a latent space learned by a variational auto encoder (VAE).Comment: 17 pages, 8 figures. Accepted at The European Conference on Machine Learning and Principles and Practice of Knowledge Discovery in Databases 2019 (ECMLPKDD 2019

    Genetic programming in data mining for drug discovery

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    Genetic programming (GP) is used to extract from rat oral bioavailability (OB) measurements simple, interpretable and predictive QSAR models which both generalise to rats and to marketed drugs in humans. Receiver Operating Characteristics (ROC) curves for the binary classier produced by machine learning show no statistical dierence between rats (albeit without known clearance dierences) and man. Thus evolutionary computing oers the prospect of in silico ADME screening, e.g. for \virtual" chemicals, for pharmaceutical drug discovery

    From the social learning theory to a social learning algorithm for global optimization

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    Traditionally, the Evolutionary Computation (EC) paradigm is inspired by Darwinian evolution or the swarm intelligence of animals. Bandura's Social Learning Theory pointed out that the social learning behavior of humans indicates a high level of intelligence in nature. We found that such intelligence of human society can be implemented by numerical computing and be utilized in computational algorithms for solving optimization problems. In this paper, we design a novel and generic optimization approach that mimics the social learning process of humans. Emulating the observational learning and reinforcement behaviors, a virtual society deployed in the algorithm seeks the strongest behavioral patterns with the best outcome. This corresponds to searching for the best solution in solving optimization problems. Experimental studies in this paper showed the appealing search behavior of this human intelligence-inspired approach, which can reach the global optimum even in ill conditions. The effectiveness and high efficiency of the proposed algorithm has further been verified by comparing to some representative EC algorithms and variants on a set of benchmarks

    Visual to Sound: Generating Natural Sound for Videos in the Wild

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    As two of the five traditional human senses (sight, hearing, taste, smell, and touch), vision and sound are basic sources through which humans understand the world. Often correlated during natural events, these two modalities combine to jointly affect human perception. In this paper, we pose the task of generating sound given visual input. Such capabilities could help enable applications in virtual reality (generating sound for virtual scenes automatically) or provide additional accessibility to images or videos for people with visual impairments. As a first step in this direction, we apply learning-based methods to generate raw waveform samples given input video frames. We evaluate our models on a dataset of videos containing a variety of sounds (such as ambient sounds and sounds from people/animals). Our experiments show that the generated sounds are fairly realistic and have good temporal synchronization with the visual inputs.Comment: Project page: http://bvision11.cs.unc.edu/bigpen/yipin/visual2sound_webpage/visual2sound.htm

    PENGEMBANGAN PEMBELAJARAN VIRTUAL BERBASIS GOOGLE CLASSROOM UNTUK MENINGKATKAN PRESTASI BELAJAR ( Studi Pengembangan pada Mata Pelajaran Biologi Kelas XI MIPA di SMA Negeri 1 Pagar Alam )

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    This study aims to describe the development of virtual learning based on google classroom  that is feasible in improving student learning achievement, and describe the effectiveness of virtual learning based on google classroom has been developed to improve learning achievement on Biology subjects in class XI Mipa SMA Negeri 1 Pagar Alam. The research design used is development research  or (Research and Development). with the subject of student in class XI MIPA SMA Negeri 1 Pagar Alam. Data collection techniques used in the study were assessment sheets and student test results. The data analysis used mean and t-test. The validation instrument for material experts and media experts in research is the Likert scale. The conclusions of this research are virtual  learning based on Google Classroom which is developed is feasible to improve learning achievement in the Excretion system material in humans, and the development of virtual learning based on Google Classroom is effective in improving learning achievement based on the results of limited trials and broad scale trials of class XI students of MIPA SMAN 1 Pagar Ala
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