• Title/Summary/Keyword: Machine teaming

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An Incremental Rule Extraction Algorithm Based on Recursive Partition Averaging (재귀적 분할 평균에 기반한 점진적 규칙 추출 알고리즘)

  • Han, Jin-Chul;Kim, Sang-Kwi;Yoon, Chung-Hwa
    • Journal of KIISE:Software and Applications
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    • v.34 no.1
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    • pp.11-17
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    • 2007
  • One of the popular methods used for pattern classification is the MBR (Memory-Based Reasoning) algorithm. Since it simply computes distances between a test pattern and training patterns or hyperplanes stored in memory, and then assigns the class of the nearest training pattern, it cannot explain how the classification result is obtained. In order to overcome this problem, we propose an incremental teaming algorithm based on RPA (Recursive Partition Averaging) to extract IF-THEN rules that describe regularities inherent in training patterns. But rules generated by RPA eventually show an overfitting phenomenon, because they depend too strongly on the details of given training patterns. Also RPA produces more number of rules than necessary, due to over-partitioning of the pattern space. Consequently, we present the IREA (Incremental Rule Extraction Algorithm) that overcomes overfitting problem by removing useless conditions from rules and reduces the number of rules at the same time. We verify the performance of proposed algorithm using benchmark data sets from UCI Machine Learning Repository.

Genetic Algorithm for Node P겨ning of Neural Networks (신경망의 노드 가지치기를 위한 유전 알고리즘)

  • Heo, Gi-Su;Oh, Il-Seok
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.2
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    • pp.65-74
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    • 2009
  • In optimizing the neural network structure, there are two methods of the pruning scheme and the constructive scheme. In this paper we use the pruning scheme to optimize neural network structure, and the genetic algorithm to find out its optimum node pruning. In the conventional researches, the input and hidden layers were optimized separately. On the contrary we attempted to optimize the two layers simultaneously by encoding two layers in a chromosome. The offspring networks inherit the weights from the parent. For teaming, we used the existing error back-propagation algorithm. In our experiment with various databases from UCI Machine Learning Repository, we could get the optimal performance when the network size was reduced by about $8{\sim}25%$. As a result of t-test the proposed method was shown better performance, compared with other pruning and construction methods through the cross-validation.

Feature Subset Selection Algorithm based on Entropy (엔트로피를 기반으로 한 특징 집합 선택 알고리즘)

  • 홍석미;안종일;정태충
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.41 no.2
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    • pp.87-94
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    • 2004
  • The feature subset selection is used as a preprocessing step of a teaming algorithm. If collected data are irrelevant or redundant information, we can improve the performance of learning by removing these data before creating of the learning model. The feature subset selection can also reduce the search space and the storage requirement. This paper proposed a new feature subset selection algorithm that is using the heuristic function based on entropy to evaluate the performance of the abstracted feature subset and feature selection. The ACS algorithm was used as a search method. We could decrease a size of learning model and unnecessary calculating time by reducing the dimension of the feature that was used for learning.

Rule Discovery for Cancer Classification using Genetic Programming based on Arithmetic Operators (산술 연산자 기반 유전자 프로그래밍을 이용한 암 분류 규칙 발견)

  • 홍진혁;조성배
    • Journal of KIISE:Software and Applications
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    • v.31 no.8
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    • pp.999-1009
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    • 2004
  • As a new approach to the diagnosis of cancers, bioinformatics attracts great interest these days. Machine teaming techniques have produced valuable results, but the field of medicine requires not only highly accurate classifiers but also the effective analysis and interpretation of them. Since gene expression data in bioinformatics consist of tens of thousands of features, it is nearly impossible to represent their relations directly. In this paper, we propose a method composed of a feature selection method and genetic programming. Rank-based feature selection is adopted to select useful features and genetic programming based arithmetic operators is used to generate classification rules with features selected. Experimental results on Lymphoma cancer dataset, in which the proposed method obtained 96.6% test accuracy as well as useful classification rules, have shown the validity of the proposed method.

Nonlinear Chemical Plant Modeling using Support Vector Machines: pH Neutralization Process is Targeted (SVM을 이용한 비선형 화학공정 모델링: pH 중화공정에의 적용 예)

  • Kim, Dong-Won;Yoo, Ah-Rim;Yang, Dae-Ryook;Park, Gwi-Tae
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.12
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    • pp.1178-1183
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    • 2006
  • This paper is concerned with the modeling and identification of pH neutralization process as nonlinear chemical system. The pH control has been applied to various chemical processes such as wastewater treatment, chemical, and biochemical industries. But the control of the pH is very difficult due to its highly nonlinear nature which is the titration curve with the steepest slope at the neutralization point. We apply SVM which have become an increasingly popular tool for machine teaming tasks such as classification, regression or detection to model pH process which has strong nonlinearities. Linear and radial basis function kernels are employed and each result has been compared. So SVH based on kernel method have been found to work well. Simulations have shown that the SVM based on the kernel substitution including linear and radial basis function kernel provides a promising alternative to model strong nonlinearities of the pH neutralization but also to control the system.

Performance Improvement by a Virtual Documents Technique in Text Categorization (문서분류에서 가상문서기법을 이용한 성능 향상)

  • Lee, Kyung-Soon;An, Dong-Un
    • The KIPS Transactions:PartB
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    • v.11B no.4
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    • pp.501-508
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    • 2004
  • This paper proposes a virtual relevant document technique in the teaming phase for text categorization. The method uses a simple transformation of relevant documents, i.e. making virtual documents by combining document pairs in the training set. The virtual document produced by this method has the enriched term vector space, with greater weights for the terms that co-occur in two relevant documents. The experimental results showed a significant improvement over the baseline, which proves the usefulness of the proposed method: 71% improvement on TREC-11 filtering test collection and 11% improvement on Routers-21578 test set for the topics with less than 100 relevant documents in the micro average F1. The result analysis indicates that the addition of virtual relevant documents contributes to the steady improvement of the performance.

Training Avatars Animated with Human Motion Data (인간 동작 데이타로 애니메이션되는 아바타의 학습)

  • Lee, Kang-Hoon;Lee, Je-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.4
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    • pp.231-241
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    • 2006
  • Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploited for increased realism in avatar animation and control. Large motion sets have the advantage of accommodating a broad variety of natural human motion. However, when a motion set is large, the time required to identify an appropriate sequence of motions is the bottleneck for achieving interactive avatar control. In this paper, we present a novel method for training avatar behaviors from unlabelled motion data in order to animate and control avatars at minimal runtime cost. Based on machine learning technique, called Q-teaming, our training method allows the avatar to learn how to act in any given situation through trial-and-error interactions with a dynamic environment. We demonstrate the effectiveness of our approach through examples that include avatars interacting with each other and with the user.

Reinforcement Learning Approach to Agents Dynamic Positioning in Robot Soccer Simulation Games

  • Kwon, Ki-Duk;Kim, In-Cheol
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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    • pp.321-324
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    • 2001
  • The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent's dynamic positioning in such dynamic environment. Reinforcement Beaming is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to choose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement loaming is different from supervised teaming in the sense that there is no presentation of input-output pairs as training examples. Furthermore, model-free reinforcement loaming algorithms like Q-learning do not require defining or loaming any models of the surrounding environment. Nevertheless it can learn the optimal policy if the agent can visit every state-action pair infinitely. However, the biggest problem of monolithic reinforcement learning is that its straightforward applications do not successfully scale up to more complex environments due to the intractable large space of states. In order to address this problem, we suggest Adaptive Mediation-based Modular Q-Learning(AMMQL) as an improvement of the existing Modular Q-Learning(MQL). While simple modular Q-learning combines the results from each learning module in a fixed way, AMMQL combines them in a more flexible way by assigning different weight to each module according to its contribution to rewards. Therefore in addition to resolving the problem of large state space effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. This paper introduces the concept of AMMQL and presents details of its application into dynamic positioning of robot soccer agents.

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Prediction of KOSPI using Data Editing Techniques and Case-based Reasoning (자료편집기법과 사례기반추론을 이용한 한국종합주가지수 예측)

  • Kim, Kyoung-Jae
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.6
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    • pp.287-295
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    • 2007
  • This paper proposes a novel data editing techniques with genetic algorithm (GA) in case-based reasoning (CBR) for the prediction of Korea Stock Price Index (KOSPI). CBR has been widely used in various areas because of its convenience and strength in compelax problem solving. Nonetheless, compared to other machine teaming techniques, CBR has been criticized because of its low prediction accuracy. Generally, in order to obtain successful results from CBR, effective retrieval of useful prior cases for the given problem is essential. However. designing a good matching and retrieval mechanism for CBR system is still a controversial research issue. In this paper, the GA optimizes simultaneously feature weights and a selection task for relevant instances for achieving good matching and retrieval in a CBR system. This study applies the proposed model to stock market analysis. Experimental results show that the GA approach is a promising method for data editing in CBR.

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Social aspects of computer based mathematics learning (컴퓨터를 활용한 수학학습에서의 사회적 측면)

  • 류희찬;권성룡
    • Journal of Educational Research in Mathematics
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    • v.9 no.1
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    • pp.263-278
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    • 1999
  • Computer with various powerful functions has profound potential for mathematics instruction and learning. As computer technology progress, its applicability to mathematics education become more comprehensive. Not only its functional development but various psychological positions also changed the way computer technology utilized in mathematics education. In behaviorist's perspective, computer viewed as a teaching machine and constructivist viewed computer as microworld where students could explore various mathematical contents. Both theoretical positions emphasized individual aspect of learning because behaviorist tried to individualize learning using computer and constructivist focused on the process of individual construction. But learning is not only a individual event but also a social event. Therefore we must take social aspect into account. This is especially important when it comes to computer based learning. So far, mathematics loaming with computer weighed individual aspect of loaming. Even in microworld environment, learning should be mediated by teacher and collaborative learning activities. In this aspect, the roles of teacher and peers are very important and socio-cultural perspective sheds light on the computer based learning. In socio-cultural perspective, the idea of scaffold is very important in learning and students gradually internalize the social dimension and scaffolding is gradually faded. And in the zone of proximal development, teacher and more competent peers guide students to formulate their own understanding. In sum, we must take following points into account. First of all, computer should not be viewed as a medium for individualized teaming. That is, interaction with computer should be catalyst for collaborative activities with peers. So, exploration in computer environment has to be followed by small group activities including small group discussion. Secondly, regardless of the role that computer would play, teacher should play a crucial role in computer based learning. This does not mean teacher should direct every steps in learning process. Teacher's intervention should help student construct actively. Thirdly, it is needed to conceptualize computer in learning situation as medium. This would affect learning situation and result in the change of pre-service and in-service teacher training. Computer to be used effectively in mathematics classroom, researches on assessment of computer based learning are needed.

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