no code implementations • 18 Nov 2020 • Preeti Jagdish Sajjan, Frank G. Glavin
Machine Learning (ML) techniques for image classification routinely require many labelled images for training the model and while testing, we ought to use images belonging to the same domain as those used for training.
no code implementations • 26 Mar 2020 • James Houston, Frank G. Glavin, Michael G. Madden
This paper presents a new approach to classification of high dimensional spectroscopy data and demonstrates that it outperforms other current state-of-the art approaches.
no code implementations • 14 Sep 2018 • David L. Smyth, Sai Abinesh, Nazli B. Karimi, Brett Drury, Ihsan Ullah, Frank G. Glavin, Michael G. Madden
Autonomous robotics and artificial intelligence techniques can be used to support human personnel in the event of critical incidents.
no code implementations • 31 Aug 2018 • David L. Smyth, Frank G. Glavin, Michael G. Madden
Using a game engine, we have developed a virtual environment which models important aspects of critical incident scenarios.
no code implementations • 20 Jun 2018 • Frank G. Glavin, Michael G. Madden
The objective of this mechanism is to approximately match the skill level of an NPC to an opponent in real-time.
no code implementations • 14 Jun 2018 • Frank G. Glavin, Michael G. Madden
In current state-of-the-art commercial first person shooter games, computer controlled bots, also known as non player characters, can often be easily distinguishable from those controlled by humans.
no code implementations • 14 Jun 2018 • Frank G. Glavin, Michael G. Madden
Multi-class classification algorithms are very widely used, but we argue that they are not always ideal from a theoretical perspective, because they assume all classes are characterized by the data, whereas in many applications, training data for some classes may be entirely absent, rare, or statistically unrepresentative.
no code implementations • 13 Jun 2018 • Frank G. Glavin, Michael G. Madden
This paper describes an architecture for controlling non-player characters (NPC) in the First Person Shooter (FPS) game Unreal Tournament 2004.
no code implementations • 13 Jun 2018 • Frank G. Glavin, Michael G. Madden
While reinforcement learning (RL) has been applied to turn-based board games for many years, more complex games involving decision-making in real-time are beginning to receive more attention.
no code implementations • 12 Jun 2018 • David L. Smyth, James Fennell, Sai Abinesh, Nazli B. Karimi, Frank G. Glavin, Ihsan Ullah, Brett Drury, Michael G. Madden
Because of the rare and high-risk nature of these events, realistic simulations can support the development and evaluation of AI-based tools.
no code implementations • 12 Jun 2018 • Anthony M. Colwell, Frank G. Glavin
Dynamic Difficulty Adjustment (DDA) is a mechanism used in video games that automatically tailors the individual gaming experience to match an appropriate difficulty setting.
no code implementations • 12 Jun 2018 • Frank G. Glavin
It can often be impossible to fully characterise outlier examples given the fact that they can represent the immeasurable quantity of "everything else" that is not a target.