10 research outputs found

    Delineation of Water Bodies from Satellite Images Using MATLAB

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    This project aims to extract Water Bodies from high resolution satellite images. The hyperspectral images contain data about all the features. The objective is to eliminate everything but the water body pixels present in the imagery. When we are discussing about extraction, quality of the output depends mostly on the input image. Several other factors like, clarity of the image, weather of the area being photographed, clouds present in the atmosphere, the time of day, etc. come into play. Different extraction techniques are used for the purpose. Starting with analyzing the Digital Number values for getting the basic idea of the image, this thesis moves towards Thresholding which is considered to be the first step for classification. Analyzing the images is done by calculating their Radiance and Top of Atmosphere Spectral Reflectance values. Different types of Indices like Normalized Difference Water Index (NDWI), Modified Normalized Difference Water Index (MNDWI), Automated Water Extraction Index (AWEI) with shadow (‘sh’) and non-shadow (‘nsh’) variants are used for the extraction. These indices provide information about the water body pixels and they become the judging criteria for them. As we move on to different images, we put in the method of Adaptive Thresholding to them. This brings in more accuracy as the threshold values are decided according to the images. For further improvement in the extraction, method of Clustering is also applie

    Self-supervision for reinforcement learning

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    Cette thèse tente de construire de meilleurs agents d'apprentissage par renforcement (RL) en tirant parti de l'apprentissage auto-supervisé. Il se présente sous la forme d'une thèse par article qui contient trois travaux. Dans le premier article, nous construisons un benchmark basé sur les jeux Atari pour évaluer systématiquement les méthodes d'apprentissage auto-supervisé dans les environnements RL. Nous comparons un éventail de ces méthodes à travers une suite de tâches de sondage pour identifier leurs forces et leurs faiblesses. Nous montrons en outre qu'une nouvelle méthode contrastive ST-DIM excelle à capturer la plupart des facteurs génératifs dans les environnements étudiés, sans avoir besoin de s'appuyer sur des étiquettes ou des récompenses. Dans le deuxième article, nous proposons des représentations auto-prédictives (SPR) qui apprennent un modèle latent auto-supervisé de la dynamique de l'environnement parallèlement à la résolution de la tâche RL en cours. Nous montrons que SPR réalise des améliorations spectaculaires dans l'état de l'art sur le benchmark Atari 100k difficile où les agents n'ont droit qu'à 2 heures d'expérience en temps réel. Le troisième article étudie le rôle de la RL basée sur un modèle et de l'apprentissage auto-supervisé dans le contexte de la généralisation en RL. Grâce à des contrôles minutieux, nous montrons que la planification et l'apprentissage de représentation basé sur un modèle contribuent tous deux à une meilleure généralisation pour l'agent Muzero. Nous améliorons encore MuZero avec des objectifs d'apprentissage auto-supervisés auxiliaires, et montrons que cet agent MuZero++ obtient des résultats de pointe sur les benchmarks Procgen et Metaworld.This thesis tries to build better Reinforcement Learning (RL) agents by leveraging self-supervised learning. It is presented as a thesis by article that contains three pieces of work. In the first article, we construct a benchmark based on Atari games to systematically evaluate self-supervised learning methods in RL environments. We compare an array of such methods across a suite of probing tasks to identify their strengths and weaknesses. We further show that a novel contrastive method ST-DIM excels at capturing most generative factors in the studied environments, without needing to rely on labels or rewards. In the second article, we propose Self-Predictive Representations (SPR) that learns a self-supervised latent model of the environment dynamics alongside solving the RL task at hand. We show that SPR achieves dramatic improvements in state-of-the-art on the challenging Atari 100k benchmark where agents are allowed only 2 hours of real-time experience. The third article studies the role of model-based RL and self-supervised learning in the context of generalization in RL. Through careful controls, we show that planning and model-based representation learning both contribute towards better generalization for the Muzero agent. We further improve MuZero with auxiliary self-supervised learning objectives, and show that this MuZero++ agent achieves state-of-the-art results on the Procgen and Metaworld benchmarks

    Identifying Clickbait: A Multi-Strategy Approach Using Neural Networks

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    Online media outlets, in a bid to expand their reach and subsequently increase revenue through ad monetisation, have begun adopting clickbait techniques to lure readers to click on articles. The article fails to fulfill the promise made by the headline. Traditional methods for clickbait detection have relied heavily on feature engineering which, in turn, is dependent on the dataset it is built for. The application of neural networks for this task has only been explored partially. We propose a novel approach considering all information found in a social media post. We train a bidirectional LSTM with an attention mechanism to learn the extent to which a word contributes to the post's clickbait score in a differential manner. We also employ a Siamese net to capture the similarity between source and target information. Information gleaned from images has not been considered in previous approaches. We learn image embeddings from large amounts of data using Convolutional Neural Networks to add another layer of complexity to our model. Finally, we concatenate the outputs from the three separate components, serving it as input to a fully connected layer. We conduct experiments over a test corpus of 19538 social media posts, attaining an F1 score of 65.37% on the dataset bettering the previous state-of-the-art, as well as other proposed approaches, feature engineering or otherwise.Comment: Accepted at SIGIR 2018 as Short Pape

    HoME: a Household Multimodal Environment

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    We introduce HoME: a Household Multimodal Environment for artificial agents to learn from vision, audio, semantics, physics, and interaction with objects and other agents, all within a realistic context. HoME integrates over 45,000 diverse 3D house layouts based on the SUNCG dataset, a scale which may facilitate learning, generalization, and transfer. HoME is an open-source, OpenAI Gym-compatible platform extensible to tasks in reinforcement learning, language grounding, sound-based navigation, robotics, multi-agent learning, and more. We hope HoME better enables artificial agents to learn as humans do: in an interactive, multimodal, and richly contextualized setting.Comment: Presented at NIPS 2017's Visually-Grounded Interaction and Language Worksho

    HoME: a Household Multimodal Environment

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    International audienceWe introduce HoME: a Household Multimodal Environment for artificial agents to learn from vision, audio, semantics, physics, and interaction with objects and other agents, all within a realistic context. HoME integrates over 45,000 diverse 3D house layouts based on the SUNCG dataset, a scale which may facilitate learning, generalization, and transfer. HoME is an open-source, OpenAI Gym-compatible platform extensible to tasks in reinforcement learning, language grounding, sound-based navigation, robotics, multi-agent learning, and more. We hope HoME better enables artificial agents to learn as humans do: in an interactive, multimodal, and richly contextualized setting

    HoME: a Household Multimodal Environment

    Full text link
    International audienceWe introduce HoME: a Household Multimodal Environment for artificial agents to learn from vision, audio, semantics, physics, and interaction with objects and other agents, all within a realistic context. HoME integrates over 45,000 diverse 3D house layouts based on the SUNCG dataset, a scale which may facilitate learning, generalization, and transfer. HoME is an open-source, OpenAI Gym-compatible platform extensible to tasks in reinforcement learning, language grounding, sound-based navigation, robotics, multi-agent learning, and more. We hope HoME better enables artificial agents to learn as humans do: in an interactive, multimodal, and richly contextualized setting
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