460 research outputs found

    New prioritized value iteration for Markov decision processes

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    The problem of solving large Markov decision processes accurately and quickly is challenging. Since the computational effort incurred is considerable, current research focuses on finding superior acceleration techniques. For instance, the convergence properties of current solution methods depend, to a great extent, on the order of backup operations. On one hand, algorithms such as topological sorting are able to find good orderings but their overhead is usually high. On the other hand, shortest path methods, such as Dijkstra's algorithm which is based on priority queues, have been applied successfully to the solution of deterministic shortest-path Markov decision processes. Here, we propose an improved value iteration algorithm based on Dijkstra's algorithm for solving shortest path Markov decision processes. The experimental results on a stochastic shortest-path problem show the feasibility of our approach. © Springer Science+Business Media B.V. 2011.García Hernández, MDG.; Ruiz Pinales, J.; Onaindia De La Rivaherrera, E.; Aviña Cervantes, JG.; Ledesma Orozco, S.; Alvarado Mendez, E.; Reyes Ballesteros, A. (2012). New prioritized value iteration for Markov decision processes. Artificial Intelligence Review. 37(2):157-167. doi:10.1007/s10462-011-9224-zS157167372Agrawal S, Roth D (2002) Learning a sparse representation for object detection. In: Proceedings of the 7th European conference on computer vision. Copenhagen, Denmark, pp 1–15Bellman RE (1954) The theory of dynamic programming. Bull Amer Math Soc 60: 503–516Bellman RE (1957) Dynamic programming. Princeton University Press, New JerseyBertsekas DP (1995) Dynamic programming and optimal control. Athena Scientific, MassachusettsBhuma K, Goldsmith J (2003) Bidirectional LAO* algorithm. 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    Understanding Aesthetic Evaluation using Deep Learning

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    A bottleneck in any evolutionary art system is aesthetic evaluation. Many different methods have been proposed to automate the evaluation of aesthetics, including measures of symmetry, coherence, complexity, contrast and grouping. The interactive genetic algorithm (IGA) relies on human-in-the-loop, subjective evaluation of aesthetics, but limits possibilities for large search due to user fatigue and small population sizes. In this paper we look at how recent advances in deep learning can assist in automating personal aesthetic judgement. Using a leading artist's computer art dataset, we use dimensionality reduction methods to visualise both genotype and phenotype space in order to support the exploration of new territory in any generative system. Convolutional Neural Networks trained on the user's prior aesthetic evaluations are used to suggest new possibilities similar or between known high quality genotype-phenotype mappings

    Structure Learning in Human Sequential Decision-Making

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    Studies of sequential decision-making in humans frequently find suboptimal performance relative to an ideal actor that has perfect knowledge of the model of how rewards and events are generated in the environment. Rather than being suboptimal, we argue that the learning problem humans face is more complex, in that it also involves learning the structure of reward generation in the environment. We formulate the problem of structure learning in sequential decision tasks using Bayesian reinforcement learning, and show that learning the generative model for rewards qualitatively changes the behavior of an optimal learning agent. To test whether people exhibit structure learning, we performed experiments involving a mixture of one-armed and two-armed bandit reward models, where structure learning produces many of the qualitative behaviors deemed suboptimal in previous studies. Our results demonstrate humans can perform structure learning in a near-optimal manner

    Join forces or cheat: evolutionary analysis of a consumer-resource system

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    International audienceIn this contribution we consider a seasonal consumer-resource system and focus on the evolution of consumer behavior. It is assumed that consumer and resource individuals live and interact during seasons of fixed lengths separated by winter periods. All individuals die at the end of the season and the size of the next generation is determined by the the consumer-resource interaction which took place during the season. Resource individuals are assumed to reproduce at a constant rate, while consumers have to trade-off between foraging for resources, which increases their reproductive abilities, or reproducing. Firstly, we assume that consumers cooperate in such a way that they maximize each consumer's individual fitness. Secondly, we consider the case where such a population is challenged by selfish mutants who do not cooperate. Finally we study the system dynamics over many seasons and show that mutants eventually replace the original cooperating population, but are finally as vulnerable as the initial cooperating consumers

    Neuroevolutionary reinforcement learning for generalized control of simulated helicopters

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    This article presents an extended case study in the application of neuroevolution to generalized simulated helicopter hovering, an important challenge problem for reinforcement learning. While neuroevolution is well suited to coping with the domain’s complex transition dynamics and high-dimensional state and action spaces, the need to explore efficiently and learn on-line poses unusual challenges. We propose and evaluate several methods for three increasingly challenging variations of the task, including the method that won first place in the 2008 Reinforcement Learning Competition. The results demonstrate that (1) neuroevolution can be effective for complex on-line reinforcement learning tasks such as generalized helicopter hovering, (2) neuroevolution excels at finding effective helicopter hovering policies but not at learning helicopter models, (3) due to the difficulty of learning reliable models, model-based approaches to helicopter hovering are feasible only when domain expertise is available to aid the design of a suitable model representation and (4) recent advances in efficient resampling can enable neuroevolution to tackle more aggressively generalized reinforcement learning tasks

    An advanced Bayesian model for the visual tracking of multiple interacting objects

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    Visual tracking of multiple objects is a key component of many visual-based systems. While there are reliable algorithms for tracking a single object in constrained scenarios, the object tracking is still a challenge in uncontrolled situations involving multiple interacting objects that have a complex dynamics. In this article, a novel Bayesian model for tracking multiple interacting objects in unrestricted situations is proposed. This is accomplished by means of an advanced object dynamic model that predicts possible interactive behaviors, which in turn depend on the inference of potential events of object occlusion. The proposed tracking model can also handle false and missing detections that are typical from visual object detectors operating in uncontrolled scenarios. On the other hand, a Rao-Blackwellization technique has been used to improve the accuracy of the estimated object trajectories, which is a fundamental aspect in the tracking of multiple objects due to its high dimensionality. Excellent results have been obtained using a publicly available database, proving the efficiency of the proposed approach

    Automatic Design of Synthetic Gene Circuits through Mixed Integer Non-linear Programming

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    Automatic design of synthetic gene circuits poses a significant challenge to synthetic biology, primarily due to the complexity of biological systems, and the lack of rigorous optimization methods that can cope with the combinatorial explosion as the number of biological parts increases. Current optimization methods for synthetic gene design rely on heuristic algorithms that are usually not deterministic, deliver sub-optimal solutions, and provide no guaranties on convergence or error bounds. Here, we introduce an optimization framework for the problem of part selection in synthetic gene circuits that is based on mixed integer non-linear programming (MINLP), which is a deterministic method that finds the globally optimal solution and guarantees convergence in finite time. Given a synthetic gene circuit, a library of characterized parts, and user-defined constraints, our method can find the optimal selection of parts that satisfy the constraints and best approximates the objective function given by the user. We evaluated the proposed method in the design of three synthetic circuits (a toggle switch, a transcriptional cascade, and a band detector), with both experimentally constructed and synthetic promoter libraries. Scalability and robustness analysis shows that the proposed framework scales well with the library size and the solution space. The work described here is a step towards a unifying, realistic framework for the automated design of biological circuits

    Fuzzy positive primitive formulas

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    Can non-classical logic contribute to the analysis of complexity in computer science? In this paper, we give an step towards the solution of this open problem, taking a logical model-theoretic approach to the analysis of complexity in fuzzy constraint satisfaction. We study fuzzy positive-primitive sentences, and we present an algebraic characterization of classes axiomatized by these kind of sentences in terms of homomorphisms and finite direct products. The ultimate goal is to study the expressiveness and reasoning mechanisms of non-classical languages, with respect to constraint satisfaction problems and, in general, in modelling decision scenario
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