Search Results for author: Frank G. Glavin

Found 12 papers, 0 papers with code

A Multi-class Approach -- Building a Visual Classifier based on Textual Descriptions using Zero-Shot Learning

no code implementations18 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.

Image Classification Transfer Learning +1

Robust Classification of High-Dimensional Spectroscopy Data Using Deep Learning and Data Synthesis

no code implementations26 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.

Binary Classification Classification +3

Using a Game Engine to Simulate Critical Incidents and Data Collection by Autonomous Drones

no code implementations31 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.

Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning

no code implementations14 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.

reinforcement-learning Reinforcement Learning (RL)

Analysis of the Effect of Unexpected Outliers in the Classification of Spectroscopy Data

no code implementations14 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.

Binary Classification Classification +2

DRE-Bot: A Hierarchical First Person Shooter Bot Using Multiple Sarsa(λ) Reinforcement Learners

no code implementations13 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.

Learning to Shoot in First Person Shooter Games by Stabilizing Actions and Clustering Rewards for Reinforcement Learning

no code implementations13 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.

Board Games Clustering +2

Colwell's Castle Defence: A Custom Game Using Dynamic Difficulty Adjustment to Increase Player Enjoyment

no code implementations12 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.

A One-Sided Classification Toolkit with Applications in the Analysis of Spectroscopy Data

no code implementations12 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.

Classification General Classification +1

Cannot find the paper you are looking for? You can Submit a new open access paper.