21 research outputs found
Developing a Framework for Heterotopias as Discursive Playgrounds: A Comparative Analysis of Non-Immersive and Immersive Technologies
The discursive space represents the reordering of knowledge gained through
accumulation. In the digital age, multimedia has become the language of
information, and the space for archival practices is provided by non-immersive
technologies, resulting in the disappearance of several layers from discursive
activities. Heterotopias are unique, multilayered epistemic contexts that
connect other systems through the exchange of information. This paper describes
a process to create a framework for Virtual Reality, Mixed Reality, and
personal computer environments based on heterotopias to provide absent layers.
This study provides virtual museum space as an informational terrain that
contains a "world within worlds" and presents place production as a layer of
heterotopia and the subject of discourse. Automation for the individual
multimedia content is provided via various sorting and grouping algorithms, and
procedural content generation algorithms such as Binary Space Partitioning,
Cellular Automata, Growth Algorithm, and Procedural Room Generation. Versions
of the framework were comparatively evaluated through a user study involving 30
participants, considering factors such as usability, technology acceptance, and
presence. The results of the study show that the framework can serve diverse
contexts to construct multilayered digital habitats and is flexible for
integration into professional and daily life practices
Relational-Grid-World: A Novel Relational Reasoning Environment and An Agent Model for Relational Information Extraction
Reinforcement learning (RL) agents are often designed specifically for a
particular problem and they generally have uninterpretable working processes.
Statistical methods-based agent algorithms can be improved in terms of
generalizability and interpretability using symbolic Artificial Intelligence
(AI) tools such as logic programming. In this study, we present a model-free RL
architecture that is supported with explicit relational representations of the
environmental objects. For the first time, we use the PrediNet network
architecture in a dynamic decision-making problem rather than image-based
tasks, and Multi-Head Dot-Product Attention Network (MHDPA) as a baseline for
performance comparisons. We tested two networks in two environments ---i.e.,
the baseline Box-World environment and our novel environment,
Relational-Grid-World (RGW). With the procedurally generated RGW environment,
which is complex in terms of visual perceptions and combinatorial selections,
it is easy to measure the relational representation performance of the RL
agents. The experiments were carried out using different configurations of the
environment so that the presented module and the environment were compared with
the baselines. We reached similar policy optimization performance results with
the PrediNet architecture and MHDPA; additionally, we achieved to extract the
propositional representation explicitly ---which makes the agent's statistical
policy logic more interpretable and tractable. This flexibility in the agent's
policy provides convenience for designing non-task-specific agent
architectures. The main contributions of this study are two-fold ---an RL agent
that can explicitly perform relational reasoning, and a new environment that
measures the relational reasoning capabilities of RL agents
Using Multi-Agent Reinforcement Learning in Auction Simulations
Game theory has been developed by scientists as a theory of strategic
interaction among players who are supposed to be perfectly rational. These
strategic interactions might have been presented in an auction, a business
negotiation, a chess game, or even in a political conflict aroused between
different agents. In this study, the strategic (rational) agents created by
reinforcement learning algorithms are supposed to be bidder agents in various
types of auction mechanisms such as British Auction, Sealed Bid Auction, and
Vickrey Auction designs. Next, the equilibrium points determined by the agents
are compared with the outcomes of the Nash equilibrium points for these
environments. The bidding strategy of the agents is analyzed in terms of
individual rationality, truthfulness (strategy-proof), and computational
efficiency. The results show that using a multi-agent reinforcement learning
strategy improves the outcomes of the auction simulations
Boosted Multiple Kernel Learning for First-Person Activity Recognition
Activity recognition from first-person (ego-centric) videos has recently
gained attention due to the increasing ubiquity of the wearable cameras. There
has been a surge of efforts adapting existing feature descriptors and designing
new descriptors for the first-person videos. An effective activity recognition
system requires selection and use of complementary features and appropriate
kernels for each feature. In this study, we propose a data-driven framework for
first-person activity recognition which effectively selects and combines
features and their respective kernels during the training. Our experimental
results show that use of Multiple Kernel Learning (MKL) and Boosted MKL in
first-person activity recognition problem exhibits improved results in
comparison to the state-of-the-art. In addition, these techniques enable the
expansion of the framework with new features in an efficient and convenient
way.Comment: First published in the Proceedings of the 25th European Signal
Processing Conference (EUSIPCO-2017) in 2017, published by EURASI
Automated Video Game Testing Using Synthetic and Human-Like Agents
In this paper, we present a new methodology that employs tester agents to
automate video game testing. We introduce two types of agents -synthetic and
human-like- and two distinct approaches to create them. Our agents are derived
from Reinforcement Learning (RL) and Monte Carlo Tree Search (MCTS) agents, but
focus on finding defects. The synthetic agent uses test goals generated from
game scenarios, and these goals are further modified to examine the effects of
unintended game transitions. The human-like agent uses test goals extracted by
our proposed multiple greedy-policy inverse reinforcement learning (MGP-IRL)
algorithm from tester trajectories. MGPIRL captures multiple policies executed
by human testers. These testers' aims are finding defects while interacting
with the game to break it, which is considerably different from game playing.
We present interaction states to model such interactions. We use our agents to
produce test sequences, run the game with these sequences, and check the game
for each run with an automated test oracle. We analyze the proposed method in
two parts: we compare the success of human-like and synthetic agents in bug
finding, and we evaluate the similarity between humanlike agents and human
testers. We collected 427 trajectories from human testers using the General
Video Game Artificial Intelligence (GVG-AI) framework and created three games
with 12 levels that contain 45 bugs. Our experiments reveal that human-like and
synthetic agents compete with human testers' bug finding performances.
Moreover, we show that MGP-IRL increases the human-likeness of agents while
improving the bug finding performance
Enhancing the Monte Carlo Tree Search Algorithm for Video Game Testing
In this paper, we study the effects of several Monte Carlo Tree Search (MCTS)
modifications for video game testing. Although MCTS modifications are highly
studied in game playing, their impacts on finding bugs are blank. We focused on
bug finding in our previous study where we introduced synthetic and human-like
test goals and we used these test goals in Sarsa and MCTS agents to find bugs.
In this study, we extend the MCTS agent with several modifications for game
testing purposes. Furthermore, we present a novel tree reuse strategy. We
experiment with these modifications by testing them on three testbed games,
four levels each, that contain 45 bugs in total. We use the General Video Game
Artificial Intelligence (GVG-AI) framework to create the testbed games and
collect 427 human tester trajectories using the GVG-AI framework. We analyze
the proposed modifications in three parts: we evaluate their effects on bug
finding performances of agents, we measure their success under two different
computational budgets, and we assess their effects on human-likeness of the
human-like agent. Our results show that MCTS modifications improve the bug
finding performance of the agents
Using Generative Adversarial Nets on Atari Games for Feature Extraction in Deep Reinforcement Learning
Deep Reinforcement Learning (DRL) has been successfully applied in several
research domains such as robot navigation and automated video game playing.
However, these methods require excessive computation and interaction with the
environment, so enhancements on sample efficiency are required. The main reason
for this requirement is that sparse and delayed rewards do not provide an
effective supervision for representation learning of deep neural networks. In
this study, Proximal Policy Optimization (PPO) algorithm is augmented with
Generative Adversarial Networks (GANs) to increase the sample efficiency by
enforcing the network to learn efficient representations without depending on
sparse and delayed rewards as supervision. The results show that an increased
performance can be obtained by jointly training a DRL agent with a GAN
discriminator.
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Derin Pekistirmeli Ogrenme, robot navigasyonu ve otomatiklestirilmis video
oyunu oynama gibi arastirma alanlarinda basariyla uygulanmaktadir. Ancak,
kullanilan yontemler ortam ile fazla miktarda etkilesim ve hesaplama
gerektirmekte ve bu nedenle de ornek verimliligi yonunden iyilestirmelere
ihtiyac duyulmaktadir. Bu gereksinimin en onemli nedeni, gecikmeli ve seyrek
odul sinyallerinin derin yapay sinir aglarinin etkili betimlemeler
ogrenebilmesi icin yeterli bir denetim saglayamamasidir. Bu calismada,
Proksimal Politika Optimizasyonu algoritmasi Uretici Cekismeli Aglar (UCA) ile
desteklenerek derin yapay sinir aglarinin seyrek ve gecikmeli odul sinyallerine
bagimli olmaksizin etkili betimlemeler ogrenmesi tesvik edilmektedir. Elde
edilen sonuclar onerilen algoritmanin ornek verimliliginde artis elde ettigini
gostermektedir.Comment: in Turkis
Multi-modal Egocentric Activity Recognition using Audio-Visual Features
Egocentric activity recognition in first-person videos has an increasing
importance with a variety of applications such as lifelogging, summarization,
assisted-living and activity tracking. Existing methods for this task are based
on interpretation of various sensor information using pre-determined weights
for each feature. In this work, we propose a new framework for egocentric
activity recognition problem based on combining audio-visual features with
multi-kernel learning (MKL) and multi-kernel boosting (MKBoost). For that
purpose, firstly grid optical-flow, virtual-inertia feature, log-covariance,
cuboid are extracted from the video. The audio signal is characterized using a
"supervector", obtained based on Gaussian mixture modelling of frame-level
features, followed by a maximum a-posteriori adaptation. Then, the extracted
multi-modal features are adaptively fused by MKL classifiers in which both the
feature and kernel selection/weighing and recognition tasks are performed
together. The proposed framework was evaluated on a number of egocentric
datasets. The results showed that using multi-modal features with MKL
outperforms the existing methods
Contributions from Pilot Projects in Quantum Technology Education as Support Action to Quantum Flagship
The GIREP community on teaching and learning quantum physics and the Education section of the Quantum flagship project of the European Union (QTEdu) have brought together different stakeholders in the field of teaching quantum physics on all levels, including outreach. The goal of QTEdu is to pave the way for the training of the future quantum workforce. To this end, it is necessary to understand the needs of the quantum technology (QT) field, make the general public aware of the existence and importance of QT, and introduce quantum physics already in high school, so that high school students can choose QT as their field of study and career. Finally, new university courses need to be established to support emerging specific profiles such as a quantum engineer. In this symposium, four QTEdu pilot projects were brought together to demonstrate how their complementary approaches have worked towards realising the above goals