• Title/Summary/Keyword: Monte Carlo learning

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A Review of Computational Phantoms for Quality Assurance in Radiology and Radiotherapy in the Deep-Learning Era

  • Peng, Zhao;Gao, Ning;Wu, Bingzhi;Chen, Zhi;Xu, X. George
    • Journal of Radiation Protection and Research
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    • v.47 no.3
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    • pp.111-133
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    • 2022
  • The exciting advancement related to the "modeling of digital human" in terms of a computational phantom for radiation dose calculations has to do with the latest hype related to deep learning. The advent of deep learning or artificial intelligence (AI) technology involving convolutional neural networks has brought an unprecedented level of innovation to the field of organ segmentation. In addition, graphics processing units (GPUs) are utilized as boosters for both real-time Monte Carlo simulations and AI-based image segmentation applications. These advancements provide the feasibility of creating three-dimensional (3D) geometric details of the human anatomy from tomographic imaging and performing Monte Carlo radiation transport simulations using increasingly fast and inexpensive computers. This review first introduces the history of three types of computational human phantoms: stylized medical internal radiation dosimetry (MIRD) phantoms, voxelized tomographic phantoms, and boundary representation (BREP) deformable phantoms. Then, the development of a person-specific phantom is demonstrated by introducing AI-based organ autosegmentation technology. Next, a new development in GPU-based Monte Carlo radiation dose calculations is introduced. Examples of applying computational phantoms and a new Monte Carlo code named ARCHER (Accelerated Radiation-transport Computations in Heterogeneous EnviRonments) to problems in radiation protection, imaging, and radiotherapy are presented from research projects performed by students at the Rensselaer Polytechnic Institute (RPI) and University of Science and Technology of China (USTC). Finally, this review discusses challenges and future research opportunities. We found that, owing to the latest computer hardware and AI technology, computational human body models are moving closer to real human anatomy structures for accurate radiation dose calculations.

PERFORMANCE EVALUATION OF INFORMATION CRITERIA FOR THE NAIVE-BAYES MODEL IN THE CASE OF LATENT CLASS ANALYSIS: A MONTE CARLO STUDY

  • Dias, Jose G.
    • Journal of the Korean Statistical Society
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    • v.36 no.3
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    • pp.435-445
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    • 2007
  • This paper addresses for the first time the use of complete data information criteria in unsupervised learning of the Naive-Bayes model. A Monte Carlo study sets a large experimental design to assess these criteria, unusual in the Bayesian network literature. The simulation results show that complete data information criteria underperforms the Bayesian information criterion (BIC) for these Bayesian networks.

Implementation of Artificial Intelligence Computer Go Program Using a Convolutional Neural Network and Monte Carlo Tree Search (Convolutional Neural Network와 Monte Carlo Tree Search를 이용한 인공지능 바둑 프로그램의 구현)

  • Ki, Cheol-min;Cho, Tai-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.405-408
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    • 2016
  • Games like Go, Chess, Janggi have helped to brain development of the people. These games are developed by computer program. And many algorithms have been developed to allow myself to play. The person winning chess program was developed in the 1990s. But game of go is too large number of cases. So it was considered impossible to win professional go player. However, with the use of MCTS(Monte Carlo Tree Search) and CNN(Convolutional Neural Network), the performance of the go algorithm is greatly improved. In this paper, using CNN and MCTS were proceeding development of go algorithm. Using the manual of go learning CNN look for the best position, MCTS calculates the win probability in the game to proceed with simulation. In addition, extract pattern information of go using existing manual of go, plans to improve speed and performance by using it. This method is showed a better performance than general go algorithm. Also if it is receiving sufficient computing power, it seems to be even more improved performance.

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Pattern Classification Using Hybrid Monte Carlo Neural Networks (변종 몬테 칼로 신경망을 이용한 패턴 분류)

  • Jeon, Seong-Hae;Choe, Seong-Yong;O, Im-Geol;Lee, Sang-Ho;Jeon, Hong-Seok
    • The KIPS Transactions:PartB
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    • v.8B no.3
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    • pp.231-236
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    • 2001
  • 일반적인 다층 신경망에서 가중치의 갱신 알고리즘으로 사용하는 오류 역전과 방식은 가중치 갱신 결과를 고정된(fixed) 한 개의 값으로 결정한다. 이는 여러 갱신의 가능성을 오직 한 개의 값으로 고정하기 때문에 다양한 가능성들을 모두 수용하지 못하는 면이 있다. 하지만 모든 가능성을 확률적 분포로 표현하는 갱신 알고리즘을 도입하면 이런 문제는 해결된다. 이러한 알고리즘을 사용한 베이지안 신경망 모형(Bayesian Neural Networks Models)은 주어진 입력값(Input)에 대해 블랙 박스(Black-Box)와같은 신경망 구조의 각 층(Layer)을 거친 출력값(Out put)을 계산한다. 이 때 주어진 입력 데이터에 대한 결과의 예측값은 사후분포(posterior distribution)의 기댓값(mean)에 의해 계산할 수 있다. 주어진 사전분포(prior distribution)와 학습데이터에 의한 우도함수(likelihood functions)에 의해 계산한 사후확률의 함수는 매우 복잡한 구조를 가짐으로 기댓값의 적분계산에 대한 어려움이 발생한다. 따라서 수치해석적인 방법보다는 확률적 추정에 의한 근사 방법인 몬테 칼로 시뮬레이션을 이용할 수 있다. 이러한 방법으로서 Hybrid Monte Carlo 알고리즘은 좋은 결과를 제공하여준다(Neal 1996). 본 논문에서는 Hybrid Monte Carlo 알고리즘을 적용한 신경망이 기존의 CHAID, CART 그리고 QUEST와 같은 여러 가지 분류 알고리즘에 비해서 우수한 결과를 제공하는 것을 나타내고 있다.

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Hyper-parameter Optimization for Monte Carlo Tree Search using Self-play

  • Lee, Jin-Seon;Oh, Il-Seok
    • Smart Media Journal
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    • v.9 no.4
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    • pp.36-43
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    • 2020
  • The Monte Carlo tree search (MCTS) is a popular method for implementing an intelligent game program. It has several hyper-parameters that require an optimization for showing the best performance. Due to the stochastic nature of the MCTS, the hyper-parameter optimization is difficult to solve. This paper uses the self-playing capability of the MCTS-based game program for optimizing the hyper-parameters. It seeks a winner path over the hyper-parameter space while performing the self-play. The top-q longest winners in the winner path compete for the final winner. The experiment using the 15-15-5 game (Omok in Korean name) showed a promising result.

DeepPurple : Chess Engine using Deep Learning (딥퍼플 : 딥러닝을 이용한 체스 엔진)

  • Yun, Sung-Hwan;Kim, Young-Ung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.5
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    • pp.119-124
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    • 2017
  • In 1997, IBM's DeepBlue won the world chess championship, Garry Kasparov, and recently, Google's AlphaGo won all three games against Ke Jie, who was ranked 1st among all human Baduk players worldwide, interest in deep running has increased rapidly. DeepPurple, proposed in this paper, is a AI chess engine based on deep learning. DeepPurple Chess Engine consists largely of Monte Carlo Tree Search and policy network and value network, which are implemented by convolution neural networks. Through the policy network, the next move is predicted and the given situation is calculated through the value network. To select the most beneficial next move Monte Carlo Tree Search is used. The results show that the accuracy and the loss function cost of the policy network is 43% and 1.9. In the case of the value network, the accuracy is 50% and the loss function cost is 1, respectively.

Monte-Carlo simulation for detecting neutron and gamma-ray simultaneously with CdZnTe half-covered by gadolinium film

  • J. Byun ;J. Seo ;Y. Kim;J. Park;K. Shin ;W. Lee ;K. Lee ;K. Kim;B. Park
    • Nuclear Engineering and Technology
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    • v.55 no.3
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    • pp.1031-1035
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    • 2023
  • Neutron is an indirectly ionizing particle without charge, which is normally measured by detecting reaction products. Neutron detection system based on measuring gadolinium-converted gamma-rays is a good way to monitor the neutron because the representative prompt gamma-rays of gadolinium have low energies (79, 89, 182, and 199 keV). Low energy gamma-rays and their high attenuation coefficient on materials allow the simple design of a detector easier to manufacture. Thus, we designed a cadmium zinc telluride detector to investigate feasibility of simultaneous detection of gamma-rays and neutrons by using the Monte-Carlo simulation, which was divided into two parts; first was gamma-detection part and second was gamma- and neutron-simultaneous detection part. Consequently, we confirmed that simultaneous detection of gamma-rays and neutrons could be feasible and valid, although further research is needed for adoption on real detection.

Max-Mean N-step Temporal-Difference Learning Using Multi-Step Return (멀티-스텝 누적 보상을 활용한 Max-Mean N-Step 시간차 학습)

  • Hwang, Gyu-Young;Kim, Ju-Bong;Heo, Joo-Seong;Han, Youn-Hee
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.5
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    • pp.155-162
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    • 2021
  • n-step TD learning is a combination of Monte Carlo method and one-step TD learning. If appropriate n is selected, n-step TD learning is known as an algorithm that performs better than Monte Carlo method and 1-step TD learning, but it is difficult to select the best values of n. In order to solve the difficulty of selecting the values of n in n-step TD learning, in this paper, using the characteristic that overestimation of Q can improve the performance of initial learning and that all n-step returns have similar values for Q ≈ Q*, we propose a new learning target, which is composed of the maximum and the mean of all k-step returns for 1 ≤ k ≤ n. Finally, in OpenAI Gym's Atari game environment, we compare the proposed algorithm with n-step TD learning and proved that the proposed algorithm is superior to n-step TD learning algorithm.

Identification of Pb-Zn ore under the condition of low count rate detection of slim hole based on PGNAA technology

  • Haolong Huang;Pingkun Cai;Wenbao Jia;Yan Zhang
    • Nuclear Engineering and Technology
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    • v.55 no.5
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    • pp.1708-1717
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    • 2023
  • The grade analysis of lead-zinc ore is the basis for the optimal development and utilization of deposits. In this study, a method combining Prompt Gamma Neutron Activation Analysis (PGNAA) technology and machine learning is proposed for lead-zinc mine borehole logging, which can identify lead-zinc ores of different grades and gangue in the formation, providing real-time grade information qualitatively and semi-quantitatively. Firstly, Monte Carlo simulation is used to obtain a gamma-ray spectrum data set for training and testing machine learning classification algorithms. These spectra are broadened, normalized and separated into inelastic scattering and capture spectra, and then used to fit different classifier models. When the comprehensive grade boundary of high- and low-grade ores is set to 5%, the evaluation metrics calculated by the 5-fold cross-validation show that the SVM (Support Vector Machine), KNN (K-Nearest Neighbor), GNB (Gaussian Naive Bayes) and RF (Random Forest) models can effectively distinguish lead-zinc ore from gangue. At the same time, the GNB model has achieved the optimal accuracy of 91.45% when identifying high- and low-grade ores, and the F1 score for both types of ores is greater than 0.9.

Random Balance between Monte Carlo and Temporal Difference in off-policy Reinforcement Learning for Less Sample-Complexity (오프 폴리시 강화학습에서 몬테 칼로와 시간차 학습의 균형을 사용한 적은 샘플 복잡도)

  • Kim, Chayoung;Park, Seohee;Lee, Woosik
    • Journal of Internet Computing and Services
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    • v.21 no.5
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    • pp.1-7
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    • 2020
  • Deep neural networks(DNN), which are used as approximation functions in reinforcement learning (RN), theoretically can be attributed to realistic results. In empirical benchmark works, time difference learning (TD) shows better results than Monte-Carlo learning (MC). However, among some previous works show that MC is better than TD when the reward is very rare or delayed. Also, another recent research shows when the information observed by the agent from the environment is partial on complex control works, it indicates that the MC prediction is superior to the TD-based methods. Most of these environments can be regarded as 5-step Q-learning or 20-step Q-learning, where the experiment continues without long roll-outs for alleviating reduce performance degradation. In other words, for networks with a noise, a representative network that is regardless of the controlled roll-outs, it is better to learn MC, which is robust to noisy rewards than TD, or almost identical to MC. These studies provide a break with that TD is better than MC. These recent research results show that the way combining MC and TD is better than the theoretical one. Therefore, in this study, based on the results shown in previous studies, we attempt to exploit a random balance with a mixture of TD and MC in RL without any complicated formulas by rewards used in those studies do. Compared to the DQN using the MC and TD random mixture and the well-known DQN using only the TD-based learning, we demonstrate that a well-performed TD learning are also granted special favor of the mixture of TD and MC through an experiments in OpenAI Gym.