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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

BUILDING AN ARTIFICIAL CEREBELLUM USING A SYSTEM OF DISTRIBUTED Q-LEARNING AGENTS

Soto Santibanez, Miguel Angel January 2010 (has links)
About 400 million years ago sharks developed a separate co-processor in their brains that not only made them faster but also more precisely coordinated. This co-processor, which is nowadays called cerebellum, allowed sharks to outperform their peers and survive as one of the fittest. For the last 40 years or so, researchers have been attempting to provide robots and other machines with this type of capability. This thesis discusses currently used methods to create artificial cerebellums and points out two main shortcomings: 1) framework usability issues and 2) building blocks incompatibility issues. This research argues that the framework usability issues hinder the production of good quality artificial cerebellums for a large number of applications. Furthermore, this study argues that the building blocks incompatibility issues make artificial cerebellums less efficient that they could be, given our current technology. To tackle the framework usability issues, this thesis research proposes the use of a new framework, which formalizes the task of creating artificial cerebellums and offers a list of simple steps to accomplish this task. Furthermore, to tackle the building blocks incompatibility issues, this research proposes thinking of artificial cerebellums as a set of cooperating q-learning agents, which utilize a new technique called Moving Prototypes to make better use of the available memory and computational resources. Furthermore, this work describes a set of general guidelines that can be applied to accelerate the training of this type of system. Simulation is used to show examples of the performance improvements resulting from the use of these guidelines. To illustrate the theory developed in this dissertation, this paper implements a cerebellum for a real life application, namely, a cerebellum capable of controlling a type of mining equipment called front-end loader. Finally, this thesis proposes the creation of a development tool based on this formalization. This research argues that such a development tool would allow engineers, scientists and technicians to quickly build customized cerebellums for a wide range of applications without the need of becoming experts on the area of Artificial Intelligence, Neuroscience or Machine Learning.
2

Learning medical triage by using a reinforcement learning approach

Sundqvist, Niklas January 2022 (has links)
Many emergency departments are today suffering from a overcrowding of people seeking care. The first stage in seeking care is being prioritised in different orders depending on symptoms by a doctor or nurse called medical triage. This is a cumbersome process that could be subject of automatisation. This master thesis investigates the possibility of using reinforcement learning for performing medical triage of patients. A deep Q-learning approach is taken for designing the agent for the environment together with the two extensions of using double Q-learning and a duelling network architecture. The agent is deployed to train in two different environments. The goal for the agent in the first environment is to ask questions to a patient and then decide, when enough information has been collected, how the patient should be prioritised. The second environment makes the agent decide which questions should be asked to the patient and then a separate classifier is used with the information gained to perform the actual triage decision of the patient. The training and testing process of the agent in the two environments reveal difficulties in exploring the environment efficiently and thoroughly. It was also shown that defining a reward function for the environments that guides the agent into asking valuable questions and learninga stopping condition for asking questions is a complicated task. Suitable future work is discussed that would, in combination with the work performed in this paper, create a better reinforcement learning model that could potentially show more promising results in the task of performing medical triage of patients.
3

Cooperative and intelligent control of multi-robot systems using machine learning

Wang, Ying 05 1900 (has links)
This thesis investigates cooperative and intelligent control of autonomous multi-robot systems in a dynamic, unstructured and unknown environment and makes significant original contributions with regard to self-deterministic learning for robot cooperation, evolutionary optimization of robotic actions, improvement of system robustness, vision-based object tracking, and real-time performance. A distributed multi-robot architecture is developed which will facilitate operation of a cooperative multi-robot system in a dynamic and unknown environment in a self-improving, robust, and real-time manner. It is a fully distributed and hierarchical architecture with three levels. By combining several popular AI, soft computing, and control techniques such as learning, planning, reactive paradigm, optimization, and hybrid control, the developed architecture is expected to facilitate effective autonomous operation of cooperative multi-robot systems in a dynamically changing, unknown, and unstructured environment. A machine learning technique is incorporated into the developed multi-robot system for self-deterministic and self-improving cooperation and coping with uncertainties in the environment. A modified Q-learning algorithm termed Sequential Q-learning with Kalman Filtering (SQKF) is developed in the thesis, which can provide fast multi-robot learning. By arranging the robots to learn according to a predefined sequence, modeling the effect of the actions of other robots in the work environment as Gaussian white noise and estimating this noise online with a Kalman filter, the SQKF algorithm seeks to solve several key problems in multi-robot learning. As a part of low-level sensing and control in the proposed multi-robot architecture, a fast computer vision algorithm for color-blob tracking is developed to track multiple moving objects in the environment. By removing the brightness and saturation information in an image and filtering unrelated information based on statistical features and domain knowledge, the algorithm solves the problems of uneven illumination in the environment and improves real-time performance. In order to validate the developed approaches, a Java-based simulation system and a physical multi-robot experimental system are developed to successfully transport an object of interest to a goal location in a dynamic and unknown environment with complex obstacle distribution. The developed approaches in this thesis are implemented in the prototype system and rigorously tested and validated through computer simulation and experimentation.
4

Cooperative and intelligent control of multi-robot systems using machine learning

Wang, Ying 05 1900 (has links)
This thesis investigates cooperative and intelligent control of autonomous multi-robot systems in a dynamic, unstructured and unknown environment and makes significant original contributions with regard to self-deterministic learning for robot cooperation, evolutionary optimization of robotic actions, improvement of system robustness, vision-based object tracking, and real-time performance. A distributed multi-robot architecture is developed which will facilitate operation of a cooperative multi-robot system in a dynamic and unknown environment in a self-improving, robust, and real-time manner. It is a fully distributed and hierarchical architecture with three levels. By combining several popular AI, soft computing, and control techniques such as learning, planning, reactive paradigm, optimization, and hybrid control, the developed architecture is expected to facilitate effective autonomous operation of cooperative multi-robot systems in a dynamically changing, unknown, and unstructured environment. A machine learning technique is incorporated into the developed multi-robot system for self-deterministic and self-improving cooperation and coping with uncertainties in the environment. A modified Q-learning algorithm termed Sequential Q-learning with Kalman Filtering (SQKF) is developed in the thesis, which can provide fast multi-robot learning. By arranging the robots to learn according to a predefined sequence, modeling the effect of the actions of other robots in the work environment as Gaussian white noise and estimating this noise online with a Kalman filter, the SQKF algorithm seeks to solve several key problems in multi-robot learning. As a part of low-level sensing and control in the proposed multi-robot architecture, a fast computer vision algorithm for color-blob tracking is developed to track multiple moving objects in the environment. By removing the brightness and saturation information in an image and filtering unrelated information based on statistical features and domain knowledge, the algorithm solves the problems of uneven illumination in the environment and improves real-time performance.
5

Cooperative and intelligent control of multi-robot systems using machine learning

Wang, Ying 05 1900 (has links)
This thesis investigates cooperative and intelligent control of autonomous multi-robot systems in a dynamic, unstructured and unknown environment and makes significant original contributions with regard to self-deterministic learning for robot cooperation, evolutionary optimization of robotic actions, improvement of system robustness, vision-based object tracking, and real-time performance. A distributed multi-robot architecture is developed which will facilitate operation of a cooperative multi-robot system in a dynamic and unknown environment in a self-improving, robust, and real-time manner. It is a fully distributed and hierarchical architecture with three levels. By combining several popular AI, soft computing, and control techniques such as learning, planning, reactive paradigm, optimization, and hybrid control, the developed architecture is expected to facilitate effective autonomous operation of cooperative multi-robot systems in a dynamically changing, unknown, and unstructured environment. A machine learning technique is incorporated into the developed multi-robot system for self-deterministic and self-improving cooperation and coping with uncertainties in the environment. A modified Q-learning algorithm termed Sequential Q-learning with Kalman Filtering (SQKF) is developed in the thesis, which can provide fast multi-robot learning. By arranging the robots to learn according to a predefined sequence, modeling the effect of the actions of other robots in the work environment as Gaussian white noise and estimating this noise online with a Kalman filter, the SQKF algorithm seeks to solve several key problems in multi-robot learning. As a part of low-level sensing and control in the proposed multi-robot architecture, a fast computer vision algorithm for color-blob tracking is developed to track multiple moving objects in the environment. By removing the brightness and saturation information in an image and filtering unrelated information based on statistical features and domain knowledge, the algorithm solves the problems of uneven illumination in the environment and improves real-time performance.
6

Learning, Evolution, and Bayesian Estimation in Games and Dynamic Choice Models

Monte Calvo, Alexander 29 September 2014 (has links)
This dissertation explores the modeling and estimation of learning in strategic and individual choice settings. While learning has been extensively used in economics, I introduce the concept into standard models in unorthodox ways. In each case, changing the perspective of what learning is drastically changes standard models. Estimation proceeds using advanced Bayesian techniques which perform very well in simulated data. The first chapter proposes a framework called Experienced-Based Ability (EBA) in which players increase the payoffs of a particular strategy in the future through using the strategy today. This framework is then introduced into a model of differentiated duopoly in which firms can utilize price or quantity contracts, and I explore how the resulting equilibrium is affected by changes in model parameters. The second chapter extends the EBA model into an evolutionary setting. This new model offers a simple and intuitive way to theoretically explain complicated dynamics. Moreover, this chapter demonstrates how to estimate posterior distributions of the model's parameters using a particle filter and Metropolis-Hastings algorithm, a technique that can also be used in estimating standard evolutionary models. This allows researchers to recover estimates of unobserved fitness and skill across time while only observing population share data. The third chapter investigates individual learning in a dynamic discrete choice setting. This chapter relaxes the assumption that individuals base decisions off an optimal policy and investigates the importance of policy learning. Q-learning is proposed as a model of individual choice when optimal policies are unknown, and I demonstrate how it can be used in the estimation of dynamic discrete choice (DDC) models. Using Bayesian Markov chain Monte Carlo techniques on simulated data, I show that the Q-learning model performs well at recovering true parameter values and thus functions as an alternative structural DDC model for researchers who want to move away from the rationality assumption. In addition, the simulated data are used to illustrate possible issues with standard structural estimation if the rationality assumption is incorrect. Lastly, using marginal likelihood analysis, I demonstrate that the Q-learning model can be used to test for the significance of learning effects if this is a concern.
7

Cooperative and intelligent control of multi-robot systems using machine learning

Wang, Ying 05 1900 (has links)
This thesis investigates cooperative and intelligent control of autonomous multi-robot systems in a dynamic, unstructured and unknown environment and makes significant original contributions with regard to self-deterministic learning for robot cooperation, evolutionary optimization of robotic actions, improvement of system robustness, vision-based object tracking, and real-time performance. A distributed multi-robot architecture is developed which will facilitate operation of a cooperative multi-robot system in a dynamic and unknown environment in a self-improving, robust, and real-time manner. It is a fully distributed and hierarchical architecture with three levels. By combining several popular AI, soft computing, and control techniques such as learning, planning, reactive paradigm, optimization, and hybrid control, the developed architecture is expected to facilitate effective autonomous operation of cooperative multi-robot systems in a dynamically changing, unknown, and unstructured environment. A machine learning technique is incorporated into the developed multi-robot system for self-deterministic and self-improving cooperation and coping with uncertainties in the environment. A modified Q-learning algorithm termed Sequential Q-learning with Kalman Filtering (SQKF) is developed in the thesis, which can provide fast multi-robot learning. By arranging the robots to learn according to a predefined sequence, modeling the effect of the actions of other robots in the work environment as Gaussian white noise and estimating this noise online with a Kalman filter, the SQKF algorithm seeks to solve several key problems in multi-robot learning. As a part of low-level sensing and control in the proposed multi-robot architecture, a fast computer vision algorithm for color-blob tracking is developed to track multiple moving objects in the environment. By removing the brightness and saturation information in an image and filtering unrelated information based on statistical features and domain knowledge, the algorithm solves the problems of uneven illumination in the environment and improves real-time performance. / Applied Science, Faculty of / Mechanical Engineering, Department of / Graduate
8

All learning is local: Multi-agent learning in global reward games

Chang, Yu-Han, Ho, Tracey, Kaelbling, Leslie P. 01 1900 (has links)
In large multiagent games, partial observability, coordination, and credit assignment persistently plague attempts to design good learning algorithms. We provide a simple and efficient algorithm that in part uses a linear system to model the world from a single agent’s limited perspective, and takes advantage of Kalman filtering to allow an agent to construct a good training signal and effectively learn a near-optimal policy in a wide variety of settings. A sequence of increasingly complex empirical tests verifies the efficacy of this technique. / Singapore-MIT Alliance (SMA)
9

Improving Computer Game Bots' behavior using Q-Learning

Patel, Purvag 01 December 2009 (has links)
In modern computer video games, the quality of artificial characters plays a prominent role in the success of the game in the market. The aim of intelligent techniques, termed game AI, used in these games is to provide an interesting and challenging game play to a game player. Being highly sophisticated, these games present game developers with similar kind of requirements and challenges as faced by academic AI community. The game companies claim to use sophisticated game AI to model artificial characters such as computer game bots, intelligent realistic AI agents. However, these bots work via simple routines pre-programmed to suit the game map, game rules, game type, and other parameters unique to each game. Mostly, illusive intelligent behaviors are programmed using simple conditional statements and are hard-coded in the bots' logic. Moreover, a game programmer has to spend considerable time configuring crisp inputs for these conditional statements. Therefore, we realize a need for machine learning techniques to dynamically improve bots' behavior and save precious computer programmers' man-hours. So, we selected Q-learning, a reinforcement learning technique, to evolve dynamic intelligent bots, as it is a simple, efficient, and online learning algorithm. Machine learning techniques such as reinforcement learning are know to be intractable if they use a detailed model of the world, and also requires tuning of various parameters to give satisfactory performance. Therefore, for this research we opt to examine Q-learning for evolving a few basic behaviors viz. learning to fight, and planting the bomb for computer game bots. Furthermore, we experimented on how bots would use knowledge learned from abstract models to evolve its behavior in more detailed model of the world. Bots evolved using these techniques would become more pragmatic, believable and capable of showing human-like behavior. This will provide more realistic feel to the game and provide game programmers with an efficient learning technique for programming these bots.
10

Reinforcement Learning For Multiple Time Series

Singh, Isha January 2019 (has links)
No description available.

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