We conducted image processing of HRM to predict the esophageal contraction vigor for assisting the evaluation of esophageal dynamic function.
In this research, we focus on the problem of learning to reward (LTR), which is fundamental to reinforcement learning.
Mixed-integer linear programming (MILP) stands as a notable NP-hard problem pivotal to numerous crucial industrial applications.
Procedurally generating cities in Minecraft provides players more diverse scenarios and could help understand and improve the design of cities in other digital worlds and the real world.
Learning to Optimize (L2O), a technique that utilizes machine learning to learn an optimization algorithm automatically from data, has gained arising attention in recent years.
Experimental results on the problem instances demonstrate the outstanding performance of our proposed approach compared with eight state-of-the-art constrained and non-constrained reinforcement learning algorithms, and widely used dispatching rules for material handling.
In this paper, we propose to empirically analyse the relationship between operators in terms of the correlation between their local optima and develop a measure for quantifying their relationship.
Games have been the perfect test-beds for artificial intelligence research for the characteristics that widely exist in real-world scenarios.
Evolutionary algorithms have been used to evolve a population of actors to generate diverse experiences for training reinforcement learning agents, which helps to tackle the temporal credit assignment problem and improves the exploration efficiency.
In particular, we first identify the vulnerability of DTW for ECG classification, i. e., the correlation between warping path choice and prediction results.
Numerical cases of Beijing Metro Line 9 verify the efficiency and effectiveness of our proposed model, and results show that: (1) when occurring a disruption event during peak hours, the impact on the normal timetable is greater, and passengers in the direction with fewer train services are more affected; (2) if passengers stranded at the terminal stations of disruption area are not transported in time, they will rapidly increase at a speed of more than 300 passengers per minute; (3) compared with the fixed shortest path, using the response vehicles reduces the total travel time about 7%.
Concluding our outcomes and analysis, future work on endless online level generation via reinforcement learning should address the issue of diversity while assuring the occurrence of state space closure and quality.
While Mixed-integer linear programming (MILP) is NP-hard in general, practical MILP has received roughly 100--fold speedup in the past twenty years.
In particular, the graph neural network (GNN) is considered a suitable ML model for optimization problems whose variables and constraints are permutation--invariant, for example, the linear program (LP).
Learned Iterative Shrinkage-Thresholding Algorithm (LISTA) introduces the concept of unrolling an iterative algorithm and training it like a neural network.
Robust principal component analysis (RPCA) is a critical tool in modern machine learning, which detects outliers in the task of low-rank matrix reconstruction.
Search-based procedural content generation methods have recently been introduced for the autonomous creation of bullet hell games.
In particular, the RL designers of Super Mario Bros generate and concatenate level segments while considering the diversity among the segments.
It automates the design of an optimization method based on its performance on a set of training problems.
We first present Twin L2O, the first dedicated minimax L2O framework consisting of two LSTMs for updating min and max variables, respectively.
Our proposed technique is implemented with three state-of-the-art reinforcement learning algorithms and tested on the game set of the 2020 General Video Game AI Learning Competition.
This article surveys the various deep learning methods that have been applied to generate game content directly or indirectly, discusses deep learning methods that could be used for content generation purposes but are rarely used today, and envisages some limitations and potential future directions of deep learning for procedural content generation.
In this paper, we identify that the main bottleneck is in the training mechanisms, where the negative instances used in training are not representative of the irrelevant documents in testing.
Ranked #7 on Passage Retrieval on Natural Questions
The reliable facility location problem (RFLP) is an important research topic of operational research and plays a vital role in the decision-making and management of modern supply chain and logistics.
The dream of machine learning in materials science is for a model to learn the underlying physics of an atomic system, allowing it to move beyond interpolation of the training set to the prediction of properties that were not present in the original training data.
In addition, we describe an illustrative example of the use of this dataset for tracking participants based on a head tracking model in an effort to minimize errors due to occlusion.
However, defective levels with illegal patterns may be generated due to the violation of constraints for level design.
Choosing automatically the right algorithm using problem descriptors is a classical component of combinatorial optimization.
A user study shows that both the evolution and latent space exploration features are appreciated, with a slight preference for direct exploration, but combining these features allows users to discover even better levels.
Interferometric phase restoration has been investigated for decades and most of the state-of-the-art methods have achieved promising performances for InSAR phase restoration.
Data augmentation is one of the most effective approaches for improving the accuracy of modern machine learning models, and it is also indispensable to train a deep model for meta-learning.
This work proposes a method that controls the gradient descent process of the model parameters of a neural network by limiting the model parameters in a low-dimensional latent space.
3 code implementations • 8 Jul 2019 • Atılım Güneş Baydin, Lei Shao, Wahid Bhimji, Lukas Heinrich, Lawrence Meadows, Jialin Liu, Andreas Munk, Saeid Naderiparizi, Bradley Gram-Hansen, Gilles Louppe, Mingfei Ma, Xiaohui Zhao, Philip Torr, Victor Lee, Kyle Cranmer, Prabhat, Frank Wood
Probabilistic programming languages (PPLs) are receiving widespread attention for performing Bayesian inference in complex generative models.
Plug-and-play (PnP) is a non-convex framework that integrates modern denoising priors, such as BM3D or deep learning-based denoisers, into ADMM or other proximal algorithms.
In this work, we propose Analytic LISTA (ALISTA), where the weight matrix in LISTA is computed as the solution to a data-free optimization problem, leaving only the stepsize and threshold parameters to data-driven learning.
Surrogate-assisted evolutionary algorithms (SAEAs) are powerful optimisation tools for computationally expensive problems (CEPs).
Game-based benchmarks have been playing an essential role in the development of Artificial Intelligence (AI) techniques.
A performance selector is designed to switch the search dynamically and automatically between the global and local search stages.
This paper introduces a simple and fast variant of Planet Wars as a test-bed for statistical planning based Game AI agents, and for noisy hyper-parameter optimisation.
Machine learning workflow development is a process of trial-and-error: developers iterate on workflows by testing out small modifications until the desired accuracy is achieved.
In this work, we study unfolded ISTA (Iterative Shrinkage Thresholding Algorithm) for sparse signal recovery.
Data application developers and data scientists spend an inordinate amount of time iterating on machine learning (ML) workflows -- by modifying the data pre-processing, model training, and post-processing steps -- via trial-and-error to achieve the desired model performance.
3 code implementations • • Atılım Güneş Baydin, Lukas Heinrich, Wahid Bhimji, Lei Shao, Saeid Naderiparizi, Andreas Munk, Jialin Liu, Bradley Gram-Hansen, Gilles Louppe, Lawrence Meadows, Philip Torr, Victor Lee, Prabhat, Kyle Cranmer, Frank Wood
We present a novel probabilistic programming framework that couples directly to existing large-scale simulators through a cross-platform probabilistic execution protocol, which allows general-purpose inference engines to record and control random number draws within simulators in a language-agnostic way.
In this paper, we describe how we interface GVGAI to the OpenAI Gym environment, a widely used way of connecting agents to reinforcement learning problems.
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms.
This paper trains a GAN to generate levels for Super Mario Bros using a level from the Video Game Level Corpus.
In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods with potentially infinity of games created using Video Game Description Language (VGDL).
This paper proposes an agent with particle swarm optimization (PSO) based on a Fuzzy Markup Language (FML) for students learning performance evaluation and educational applications, and the proposed agent is according to the response data from a conventional test and an item response theory.
This paper describes the N-Tuple Bandit Evolutionary Algorithm (NTBEA), an optimisation algorithm developed for noisy and expensive discrete (combinatorial) optimisation problems.
Convolutional sparse representations are a form of sparse representation with a structured, translation invariant dictionary.
While a number of different algorithms have recently been proposed for convolutional dictionary learning, this remains an expensive problem.
A frequently used stopping condition in runtime analysis, known as "First Hitting Time", is to stop the algorithm as soon as it encounters the optimal solution.
Monte Carlo Tree Search techniques have generally dominated General Video Game Playing, but recent research has started looking at Evolutionary Algorithms and their potential at matching Tree Search level of play or even outperforming these methods.
The space of possible parameter settings can be seen as a search space, and we can therefore use a Random Mutation Hill Climbing algorithm or other search methods to find the parameter settings that induce the best games.
This paper describes a new evolutionary algorithm that is especially well suited to AI-Assisted Game Design.
In addition, we consider the case in which only one GPP is available - by decomposing this single GPP into several ones through the use of parameters or even simply random seeds.
To select an action the algorithm co-evolves two (or in the general case N) populations, one for each player, where each individual is a sequence of actions for the respective player.
1 code implementation • 5 Jul 2016 • Alex Gittens, Aditya Devarakonda, Evan Racah, Michael Ringenburg, Lisa Gerhardt, Jey Kottalam, Jialin Liu, Kristyn Maschhoff, Shane Canon, Jatin Chhugani, Pramod Sharma, Jiyan Yang, James Demmel, Jim Harrell, Venkat Krishnamurthy, Michael W. Mahoney, Prabhat
We explore the trade-offs of performing linear algebra using Apache Spark, compared to traditional C and MPI implementations on HPC platforms.
Distributed, Parallel, and Cluster Computing G.1.3; C.2.4