2,482 research outputs found
Research in interactive scene analysis
Cooperative (man-machine) scene analysis techniques were developed whereby humans can provide a computer with guidance when completely automated processing is infeasible. An interactive approach promises significant near-term payoffs in analyzing various types of high volume satellite imagery, as well as vehicle-based imagery used in robot planetary exploration. This report summarizes the work accomplished over the duration of the project and describes in detail three major accomplishments: (1) the interactive design of texture classifiers; (2) a new approach for integrating the segmentation and interpretation phases of scene analysis; and (3) the application of interactive scene analysis techniques to cartography
Modeling Human Ad Hoc Coordination
Whether in groups of humans or groups of computer agents, collaboration is
most effective between individuals who have the ability to coordinate on a
joint strategy for collective action. However, in general a rational actor will
only intend to coordinate if that actor believes the other group members have
the same intention. This circular dependence makes rational coordination
difficult in uncertain environments if communication between actors is
unreliable and no prior agreements have been made. An important normative
question with regard to coordination in these ad hoc settings is therefore how
one can come to believe that other actors will coordinate, and with regard to
systems involving humans, an important empirical question is how humans arrive
at these expectations. We introduce an exact algorithm for computing the
infinitely recursive hierarchy of graded beliefs required for rational
coordination in uncertain environments, and we introduce a novel mechanism for
multiagent coordination that uses it. Our algorithm is valid in any environment
with a finite state space, and extensions to certain countably infinite state
spaces are likely possible. We test our mechanism for multiagent coordination
as a model for human decisions in a simple coordination game using existing
experimental data. We then explore via simulations whether modeling humans in
this way may improve human-agent collaboration.Comment: AAAI 201
Building Machines That Learn and Think Like People
Recent progress in artificial intelligence (AI) has renewed interest in
building systems that learn and think like people. Many advances have come from
using deep neural networks trained end-to-end in tasks such as object
recognition, video games, and board games, achieving performance that equals or
even beats humans in some respects. Despite their biological inspiration and
performance achievements, these systems differ from human intelligence in
crucial ways. We review progress in cognitive science suggesting that truly
human-like learning and thinking machines will have to reach beyond current
engineering trends in both what they learn, and how they learn it.
Specifically, we argue that these machines should (a) build causal models of
the world that support explanation and understanding, rather than merely
solving pattern recognition problems; (b) ground learning in intuitive theories
of physics and psychology, to support and enrich the knowledge that is learned;
and (c) harness compositionality and learning-to-learn to rapidly acquire and
generalize knowledge to new tasks and situations. We suggest concrete
challenges and promising routes towards these goals that can combine the
strengths of recent neural network advances with more structured cognitive
models.Comment: In press at Behavioral and Brain Sciences. Open call for commentary
proposals (until Nov. 22, 2016).
https://www.cambridge.org/core/journals/behavioral-and-brain-sciences/information/calls-for-commentary/open-calls-for-commentar
Statistical Laws Governing Fluctuations in Word Use from Word Birth to Word Death
How often a given word is used, relative to other words, can convey information about the word’s linguistic utility. Using Google word data for 3 languages over the 209-year period 1800–2008, we found by analyzing word use an anomalous recent change in the birth and death rates of words, which indicates a shift towards increased levels of competition between words as a result of new standardization technology. We demonstrate unexpected analogies between the growth dynamics of word use and the growth dynamics of economic institutions. Our results support the intriguing concept that a language’s lexicon is a generic arena for competition which evolves according to selection laws that are related to social, technological, and political trends. Specifically, the aggregate properties of language show pronounced differences during periods of world conflict, e.g. World War II
Generalization of the effective Wiener-Ikehara theorem
International audienceWe consider the classical Wiener–Ikehara Tauberian theorem, with a generalized condition of slow decrease and some additional poles on the boundary of convergence of the Laplace transform. In this generality, we prove the otherwise known asymptotic evaluation of the transformed function, when the usual conditions of the Wiener-Ikehara theorem hold. However, our version also provides an effective error term, not known thus far in this generality. The crux of the proof is a proper asymptotic variation of the lemmas of Ganelius and Tenenbaum, also constructed for the sake of an effective version of the Wiener–Ikehara theorem
Glial Cell Line-Derived Neurotrophic Factor Gene Delivery in Parkinson's Disease: A Delicate Balance between Neuroprotection, Trophic Effects, and Unwanted Compensatory Mechanisms.
Glial cell line-derived neurotrophic factor (GDNF) and Neurturin (NRTN) bind to a receptor complex consisting of a member of the GDNF family receptor (GFR)-α and the Ret tyrosine kinase. Both factors were shown to protect nigro-striatal dopaminergic neurons and reduce motor symptoms when applied terminally in toxin-induced Parkinson's disease (PD) models. However, clinical trials based on intraputaminal GDNF protein administration or recombinant adeno-associated virus (rAAV)-mediated NRTN gene delivery have been disappointing. In this review, several factors that could have limited the clinical benefits are discussed. Retrograde transport of GDNF/NRTN to the dopaminergic neurons soma is thought to be necessary for NRTN/GFR-α/Ret signaling mediating the pro-survival effect. Therefore, the feasibility of treating advanced patients with neurotrophic factors is questioned by recent data showing that: (i) tyrosine hydroxylase-positive putaminal innervation has almost completely disappeared at 5 years post-diagnosis and (ii) in patients enrolled in the rAAV-NRTN trial more than 5 years post-diagnosis, NRTN was almost not transported to the substantia nigra pars compacta. In addition to its anti-apoptotic and neurotrophic properties, GDNF also interferes with dopamine homeostasis via time and dose-dependent effects such as: stimulation of dopamine neuron excitability, inhibition of dopamine transporter activity, tyrosine hydroxylase phosphorylation, and inhibition of tyrosine hydroxylase transcription. Depending on the delivery parameters, the net result of this intricate network of regulations could be either beneficial or deleterious. In conclusion, further unraveling of the mechanism of action of GDNF gene delivery in relevant animal models is still needed to optimize the clinical benefits of this new therapeutic approach. Recent developments in the design of regulated viral vectors will allow to finely adjust the GDNF dose and period of administration. Finally, new clinical studies in less advanced patients are warranted to evaluate the potential of AAV-mediated neurotrophic factors gene delivery in PD. These will be facilitated by the demonstration of the safety of rAAV administration into the human brain
Research in interactive scene analysis
An interactive scene interpretation system (ISIS) was developed as a tool for constructing and experimenting with man-machine and automatic scene analysis methods tailored for particular image domains. A recently developed region analysis subsystem based on the paradigm of Brice and Fennema is described. Using this subsystem a series of experiments was conducted to determine good criteria for initially partitioning a scene into atomic regions and for merging these regions into a final partition of the scene along object boundaries. Semantic (problem-dependent) knowledge is essential for complete, correct partitions of complex real-world scenes. An interactive approach to semantic scene segmentation was developed and demonstrated on both landscape and indoor scenes. This approach provides a reasonable methodology for segmenting scenes that cannot be processed completely automatically, and is a promising basis for a future automatic system. A program is described that can automatically generate strategies for finding specific objects in a scene based on manually designated pictorial examples
- …