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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.
101

Action-Based Representation Discovery in Markov Decision Processes

Osentoski, Sarah 01 September 2009 (has links)
This dissertation investigates the problem of representation discovery in discrete Markov decision processes, namely how agents can simultaneously learn representation and optimal control. Previous work on function approximation techniques for MDPs largely employed hand-engineered basis functions. In this dissertation, we explore approaches to automatically construct these basis functions and demonstrate that automatically constructed basis functions significantly outperform more traditional, hand-engineered approaches. We specifically examine two problems: how to automatically build representations for action-value functions by explicitly incorporating actions into a representation, and how representations can be automatically constructed by exploiting a pre-specified task hierarchy. We first introduce a technique for learning basis functions directly in state-action space. The approach constructs basis functions using spectral analysis of a state-action graph which captures the underlying structure of the state-action space of the MDP. We describe two approaches to constructing these graphs and evaluate the approach on MDPs with discrete state and action spaces. We show how our approach can be used to approximate state-action value functions when the agent has access to macro-actions: actions that take more than one time step and have predefined policies. We describe how the state-action graphs can be modified to incorporate information about the macro-actions and experimentally evaluate this approach for SMDPs with discrete state and action spaces. Finally, we describe how hierarchical reinforcement learning can be used to scale up automatic basis function construction. We extend automatic basis function construction techniques to multi-level task hierarchies and describe how basis function construction can exploit the value function decomposition given by a fixed task hierarchy. We demonstrate that combining task hierarchies with automatic basis function construction allows basis function techniques to scale to larger problems and leads to a significant speed-up in learning.
102

A Reinforcement Learning Characterization of Thermostatic Control for HVAC Demand Response and Experimentation Framework for Simulated Building Energy Control

Eubel, Christopher J. 27 October 2022 (has links)
No description available.
103

Zooming Algorithm for Lipschitz Bandits with Linear SafetyConstraints

Hu, Tengmu January 2021 (has links)
No description available.
104

Cognitive Control in Cognitive Dynamic Systems and Networks

FATEMI BOOSHEHRI, SEYED MEHDI 29 January 2015 (has links)
The main idea of this thesis is to define and formulate the role of cognitive control in cognitive dynamic systems and complex networks in order to control the directed flow of information. A cognitive dynamic system is based on Fuster's principles of cognition, the most basic of which is the so-called global perception-action cycle, that the other three build on. Cognitive control, by definition, completes the executive part of this important cycle. In this thesis, we first provide the rationales for defining cognitive control in a way that it suits engineering requirements. To this end, the novel idea of entropic state and thereby the two-state model is first described. Next, on the sole basis of entropic state and the concept of directed information flow, we formulate the learning algorithm as the first process of cognitive control. Most importantly, we show that the derived algorithm is indeed a special case of the celebrated Bellman's dynamic programming. Another significant key point is that cognitive control intrinsically differs from the generic dynamic programming and its approximations (commonly known as reinforcement learning) in that it is stateless by definition. As a result, the main two desired characteristics of the derived algorithm are described as follows: a) it is convergent to optimal policy, and b) it is free of curse of dimensionality. Next, the predictive planning is described as the second process of cognitive control. The planning process is on the basis of shunt cycles (called mutually composite cycles herein) to bypass the environment and facilitate the prediction of future global perception-action cycles. Our results demonstrate predictive planning to have a very significant improvement to the functionality of cognitive control. We also deploy the explore/exploit strategy in order to apply a simplistic form of executive attention. The thesis is then expanded by applying cognitive control into two different applications of practical importance. The first one involves cognitive tracking radar, which is based on a benchmark example and provides the means for testing the theory. In order to have a frame of reference, the results are compared to other cognitive controllers, which use traditional Q-learning and the method of dynamic optimization. In both cases, the new algorithm demonstrates considerable improvement with less computational load. For the second application, the problem of observability in stochastic complex networks has been picked due to its importance in many practical situations. Having known cognitive control theory and its significant performance, the idea here is to view the network as the environment of a cognitive dynamic system; thereby, cognitive dynamic system with the cognitive controller plays a supervisory role over the network. The proposed methodology differs from the state-of-the-art in the literature in two accounts: 1) stochasticity both in modelling as well as monitoring processes, and 2) complexity in terms of edge density. We present several examples to demonstrate the information processing power of cognitive control in this context too. The thesis will finish by drawing line for future research in three main directions. / Thesis / Doctor of Philosophy (PhD)
105

Making Sense of Serotonin Through Spike Frequency Adaptation

Harkin, Emerson 04 December 2023 (has links)
What does serotonin do? Just as the diffuse axonal arbours of midbrain serotonin neurons touch nearly every corner of the forebrain, so too is this ancient neuromodulator involved in nearly every aspect of learning and behaviour. The role of serotonin in reward processing has received increasing attention in recent years, but there is little agreement about how the perplexing responses of serotonin neurons to emotionally salient stimuli should be interpreted, and essentially nothing is known about how they arise. Here I approach these two aspects of serotonergic function in reverse order. In the first part of this thesis, I construct an experimentally-constrained spiking neural network model of the dorsal raphe nucleus (DRN), the main source of forebrain serotonergic input, and characterize its signal processing features. I show that potent spike-frequency adaptation deeply shapes DRN output while other aspects of its physiology are relatively less important. Overall, this part of my work suggests that in vivo serotonergic activity patterns arise from a temporal-derivative-like computation. But the temporal derivative of what? In the second part, I consider the possibility that the DRN is driven by an input that represents cumulative future reward, a quantity called state value in reinforcement learning theory. The resulting model reproduces established tuning features of serotonin neurons, including phasic activation by reward predicting cues and punishments, reward-specific surprise tuning, and tonic modulation by reward and punishment context. Because these features are the basis of many and varied existing serotonergic theories, these results show that my theory, which I call value prediction, provides a unifying perspective on serotonergic function. Finally, in an empirical test of the theory, I re-analyze data from an in vivo trace conditioning experiment and find that value prediction accounts for the firing rates of serotonin neurons to a precision ≪0.1 Hz, outperforming previous models by a large margin. Here I establish serotonin as a new neural substrate of prediction and reward, a significant step towards understanding the role of serotonin signalling in the brain.
106

An overview of the applications of reinforcement learning to robot programming: discussion on the literature and the potentials

Sunilkumar, Abishek, Bahrpeyma, Fouad, Reichelt, Dirk 13 February 2024 (has links)
There has been remarkable progress in the field of robotics over the past few years, whether it is stationary robots that perform dynamically changing tasks in the manufacturing sector or automated guided vehicles for warehouse management or space exploration. The use of artificial intelligence (AI), especially reinforcement learning (RL), has contributed significantly to the success of various robotics tasks, proving that the shift toward intelligent control paradigms is successful and feasible. A fascinating aspect of RL is its ability to function both as low-level controller and as a high-level decision-making tool at the same time. An example of this is the manipulator robot whose task is to guide itself through an environment with irregular and recurrent obstacles. In this scenario, low-level controllers can receive the joint angles and execute smooth motion using the Joint Trajectory controllers. On a higher level, RL can also be used to define complex paths designed to avoid obstacles and self-collisions. An important aspect of successful operation of an AGV is the ability to make timely decisions. When Convolutional Neural Networks (CNN) based networks are incorporated with RL, agents can decide to direct AGVs to the destination effectively, which is mitigating the risk of catastrophic collisions. Even though many of these challenges can be addressed with classical solutions, devising such solutions takes a great deal of time and effort, making this process quite expensive. With an eye on different categories of RL applications to robotics, this study will provide an overview of the use of RL in robotic applications, examining the advantages and disadvantages of state-of-the-art applications. Additionally, we provide a targeted comparative analysis between classical robotics methods and RL-based robotics methods. Along with drawing conclusions from our analysis, an outline of the future possibilities and advancements that may accelerate the progress and autonomy of robotics in the future is provided.
107

Reinforcement Learning Application in Wavefront Sensorless Adaptive Optics System

Zou, Runnan 13 February 2024 (has links)
With the increasing exploration of space and widespread use of communication tools worldwide, near-ground satellite communication has emerged as a promising tool in various fields such as aerospace, military, and microscopy. However, the presence of air and water in the atmosphere causes distortion in the light signal, and thus, it is essential for the ground base to retrieve the original signal from the distorted light signal sent from the satellite. Traditionally, Shack-Hartmann sensors or charge-coupled devices are integrated in the system for distortion measurement. In our pursuit of a cost-effective system establishment with optimal performance and enhanced response speed, sensors and charge-coupled devices have been replaced by a photodiode and a single mode fiber in this project. Since the system has limited observation capability, it requires a powerful controller for optimal performance. To address this issue, we have implemented an off-policy reinforcement learning framework, the soft actor-critic, in the adaptive optics system controller. This integration results in a model-free online controller capable of mitigating wavefront distortion. The soft actor-critic controller processes the acquired data matrix from the photodiode and generates a two-dimensional array control signal for the deformable mirror, which corrects the wavefront distortion induced by the atmosphere, and refocusing the signal to maximize the incoming power. The parameters of the soft actor-critic controller have been tuned to achieve optimal system performance. Simulations have been conducted to compare the performance of the proposed controller with respect to wavefront sensor-based methods. The training and verification of the proposed controller have been conducted in both static and semi-dynamic atmospheres, under different atmospheric conditions. Simulation results demonstrate that, in severe atmospheric conditions, the adaptive optics system with the soft actor-critic controller achieves more than 55% and 30% Strehl ratio on average in static and semi-dynamic atmospheres, respectively. Furthermore, the distorted wavefront's power can be concentrated at the center of the focal plane and the fiber, providing an improved signal.
108

Behavioral Training of Reward Learning Increases Reinforcement Learning Parameters and Decreases Depression Symptoms Across Repeated Sessions

Goyal, Shivani 12 1900 (has links)
Background: Disrupted reward learning has been suggested to contribute to the etiology and maintenance of depression. If deficits in reward learning are core to depression, we would expect that improving reward learning would decrease depression symptoms across time. Whereas previous studies have shown that changing reward learning can be done in a single study session, effecting clinically meaningful change in learning requires this change to endure beyond task completion and transfer to real world environments. With a longitudinal design, we investigate the potential for repeated sessions of behavioral training to create change in reward learning and decrease depression symptoms across time. Methods: 929 online participants (497 depression-present; 432 depression-absent) recruited from Amazon’s Mechanical Turk platform completed a behavioral training paradigm and clinical selfreport measures for up to eight total study visits. Participants were randomly assigned to one of 12 arms of the behavioral training paradigm, in which they completed a probabilistic reward learning task interspersed with queries about a feature of the task environment (11 learning arms) or a control query (1 control arm). Learning queries trained participants on one of four computational-based learning targets known to affect reinforcement learning (probability, average or extreme outcome values, and value comparison processes). A reinforcement learning model previously shown to distinguish depression related differences in learning was fit to behavioral responses using hierarchical Bayesian estimation to provide estimates of reward sensitivity and learning rate for each participant on each visit. Reward sensitivity captured participants’ value dissociation between high versus low outcome values, while learning rate informed how much participants learned from previously experienced outcomes. Mixed linear models assessed relationships between model-agnostic task performance, computational model-derived reinforcement learning parameters, depression symptoms, and study progression. Results: Across time, learning queries increased individuals’ reward sensitivities in depression-absent participants (β = 0.036, p =< 0.001, 95% CI (0.022, 0.049)). In contrast, control queries did not change reward sensitivities in depression-absent participants across time ((β = 0.016, p = 0.303, 95% CI (-0.015, 0.048)). Learning rates were not affected across time for participants receiving learning queries (β = 0.001, p = 0.418, 95% CI (-0.002, 0.004)) or control queries (β = 0.002, p = 0.558, 95% CI (-0.005, 0.009). Of the learning queries, those targeting value comparison processes improved depression symptoms (β = -0.509, p = 0.015, 95% CI (-0.912, - 0.106)) and increased reward sensitivities across time (β = 0.052, p =< 0.001, 95% CI (0.030, 0.075)) in depression-present participants. Increased reward sensitivities related to decreased depression symptoms across time in these participants (β = -2.905, p = 0.002, 95% CI (-4.75, - 1.114)). Conclusions: Multiple sessions of targeted behavioral training improved reward learning for participants with a range of depression symptoms. Improved behavioral reward learning was associated with improved clinical symptoms with time, possibly because learning transferred to real world scenarios. These results support disrupted reward learning as a mechanism contributing to the etiology and maintenance of depression and suggest the potential of repeated behavioral training to target deficits in reward learning. / Master of Science / Disrupted reward learning has been suggested to be central to depression. Work investigating how changing reward learning affects clinical symptoms has the potential to clarify the role of reward learning in depression. Here, we address this question by investigating if multiple sessions of behavioral training changes reward learning and decreases depression symptoms across time. We recruited 929 online participants to complete up to eight study visits. On each study visit participants completed a depression questionnaire and one of 12 arms of a behavioral training paradigm, in which they completed a reward learning task interspersed with queries about the task. Queries trained participants on one of four learning targets known to affect reward learning (probability, average or extreme outcome values, and value comparison processes). We used reinforcement learning to quantify specific reward learning processes, including how much participants valued high vs. low outcomes (reward sensitivity) and how much participants learned from previously experienced outcomes (learning rates). Across study visits, we found that participants without depression symptoms that completed the targeted behavioral training increased reward sensitivities (β = 0.036, p =< 0.001, 95% CI (0.022, 0.049)). Of the queries, those targeting value comparison processes improved both depression symptoms (β = -0.509, p = 0.015, 95% CI (-0.912, -0.106)) and reward sensitivities (β = 0.052, p =< 0.001, 95% CI (0.030, 0.075)) across study visits for participants with depression symptoms. These results suggest that multiple sessions of behavioral training can increase reward learning across time for participants with and without depression symptoms. Further, these results support the role of disrupted reward learning in depression and suggest the potential for behavioral training to improve both reward learning and symptoms in depression.
109

Automatic Selection of Dynamic Loop Scheduling Algorithms for Load Balancing using Reinforcement Learning

Dhandayuthapani, Sumithra 07 August 2004 (has links)
Scientific applications are large, complex, irregular, and computationally intensive and are characterized by data parallel loops. The prevalence of independent iterations in these loops, makes parallel computing as the natural choice for solving these applications. The computational requirements of these problems vary due to variations in problem, algorithmic and systemic characteristics during parallelization, leading to performance degradation. Considerable amount of research has been dedicated to the development of dynamic scheduling techniques based on probabilistic analysis to address these predictable and unpredictable factors that lead to severe load imbalance. The mathematical foundations of these scheduling algorithms have been previously developed and published in the literature. These techniques have been successfully integrated into scientific applications as well as into runtime systems. Recently, efforts have also been directed to integrate these techniques into dynamic load balancing libraries for scientific applications. The optimal scheduling algorithm to load balance a specific scientific application in a dynamic parallel computing environment is very difficult without the exhaustive testing of all the scheduling techniques. This is a time consuming process, and therefore, there is a need for developing an automatic mechanism for the selection of dynamic scheduling algorithms. In recent years, extensive work has been dedicated to the development of reinforcement learning and some of its techniques have addressed load-balancing problems. However, they do not cover a number of aspects regarding the performance of scientific applications. First, these previously developed techniques address the load balancing problem only at a coarse granularity level (for example, job scheduling), and the reinforcement learning techniques used for load balancing are based on learning from trained datasets which are obtained prior to the execution of the application. Moreover, scientific applications contain parameters whose variations are so irregular that the use of training sets would not be able to accurately capture the entire spectrum of possible characteristics. Finally, algorithm selection using reinforcement learning has only been used for simple sequential problems. This thesis addresses these limitations and provides a novel integrated approach for automating the selection of dynamic scheduling algorithms at a finer granularity level to improve the performance of scientific applications using reinforcement learning. This integrated approach will experimentally be tested on a scientific application that involves a large number of time steps: The Quantum Trajectory Method (QTM). A qualitative and quantitative analysis of the effectiveness of this novel approach will be presented to underscore the significance of its use in improving the performance of large-scale scientific applications.
110

Android Game Testing using Reinforcement Learning

Khurana, Suhani 30 June 2023 (has links)
Android is the most popular operating system and occupies close to 70% of the market share. With the growth in the usage of Android OS, the number of games also increased and the Android play store has over 500,000 games. Testing of Android games is done either manually or through some of the existing tools which automate some parts of this testing. Manual testing requires a great deal of effort and can be expensive to afford. The existing tools which automate testing do not make use of any domain knowledge. This can cause the testing to be ineffective as the game may involve complex strategies, intricate details, widgets, etc. Existing tools like Android Monkey and Time Machine generate random Android events, including gestures like touch, swipe, clicks, and other system-level events across the application. Some deep learning methods like Wuji were only created for combat-type games. These limitations make it imperative to create a testing paradigm that uses domain knowledge as well as is easy to use by a developer who doesn't have any machine or deep learning knowledge. In this work, we develop a tool called DRAG- Deep Reinforcement learning based Android Gamer - which leverages Reinforcement Learning to learn the requisite domain knowledge and play the game in a fashion like a human would. DRAG uses a unified Reinforcement Learning agent and a Unified Reinforcement Learning environment. It only customizes the action space for each game. This generalization is done in the following ways- 1) Record an 8-minute demo video of the game and capture the underlying Android action log. 2) Analyze the recorded video and the action log to generate an action space for the Reinforcement Learning Agent. The unified RL agent is trained by providing it the score and coverage as a reward and screenshots of the game as observed states. We chose a set of 19 different open-sourced games for evaluation of the created tool. These games differ in the action set required by each of them - some require tapping icons, some require swiping in random directions, and some require more complex actions which are a combination of different gestures. The evaluation of our tool outperformed state-of-the-art TimeMachine for all 19 games and outperformed Monkey in 16 of the 19 games. This strengthens the fact that Deep Reinforcement Learning can be used to test Android games and can provide better results than tools that make no use of any domain knowledge. / Master of Science / The popularity of the Android operating system has led to a significant increase in the number of available Android games, with over 500,000 games on the Android Play Store alone. However, ensuring the quality and functionality of these games has become a challenge. Traditional testing methods involve either time-consuming manual testing or the use of existing tools that lack the necessary domain knowledge to handle complex game mechanics effectively. To overcome these limitations, we propose a solution called DRAG: the Deep Reinforcement Learning-based Android Gamer. Our tool utilizes Reinforcement Learning (RL) to acquire the domain knowledge needed to play Android games in a manner similar to human players. Unlike other tools, DRAG incorporates a unified RL agent and environment that can be customized for each specific game.The process of customizing the action space involves two main steps. First, we record an 8-minute demonstration video of the game while capturing the underlying Android action log. Then, we analyze the video and action log to generate a tailored action space for the game. The unified RL agent is trained using rewards based on the game's score and coverage, while observed screenshots of the game serve as input states.\\We evaluated DRAG using a diverse set of 19 open-source games, each requiring different actions such as tapping icons, swiping in random directions, or complex combinations of gestures. Our results demonstrate that DRAG outperforms state-of-the-art tools like TimeMachine in all 19 games and outperforms Monkey in 16 of the 19 games. These findings highlight the effectiveness of Deep Reinforcement Learning for testing Android games and its ability to deliver better results compared to tools lacking domain knowledge.Our work introduces a new testing approach that combines RL and domain knowledge, providing a user-friendly solution for developers without extensive machine or deep learning expertise. By automating game testing to replicate human gameplay, DRAG offers the potential for more efficient and effective quality assurance in the Android gaming ecosystem.

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