Otsu
Fuzzy Intelligent System for Student Software Project Evaluation
Ogorodova, Anna, Shamoi, Pakizar, Karatayev, Aron
Developing software projects allows students to put knowledge into practice and gain teamwork skills. However, assessing student performance in project-oriented courses poses significant challenges, particularly as the size of classes increases. The current paper introduces a fuzzy intelligent system designed to evaluate academic software projects using object-oriented programming and design course as an example. To establish evaluation criteria, we first conducted a survey of student project teams (n=31) and faculty (n=3) to identify key parameters and their applicable ranges. The selected criteria - clean code, use of inheritance, and functionality - were selected as essential for assessing the quality of academic software projects. These criteria were then represented as fuzzy variables with corresponding fuzzy sets. Collaborating with three experts, including one professor and two course instructors, we defined a set of fuzzy rules for a fuzzy inference system. This system processes the input criteria to produce a quantifiable measure of project success. The system demonstrated promising results in automating the evaluation of projects. Our approach standardizes project evaluations and helps to reduce the subjective bias in manual grading.
- Asia > Kazakhstan > Almaty Region > Almaty (0.05)
- Asia > Japan > Honshū > Kansai > Shiga Prefecture > Otsu (0.04)
- Asia > Japan > Honshū > Kansai > Mie Prefecture > Tsu (0.04)
- Research Report (1.00)
- Questionnaire & Opinion Survey (1.00)
- Instructional Material > Course Syllabus & Notes (1.00)
- Overview (0.88)
- Education > Assessment & Standards > Student Performance (0.68)
- Education > Educational Setting > Higher Education (0.47)
Multi-channel Emotion Analysis for Consensus Reaching in Group Movie Recommendation Systems
Yerkin, Adilet, Kadyrgali, Elnara, Torekhan, Yerdauit, Shamoi, Pakizar
Watching movies is one of the social activities typically done in groups. Emotion is the most vital factor that affects movie viewers' preferences. So, the emotional aspect of the movie needs to be determined and analyzed for further recommendations. It can be challenging to choose a movie that appeals to the emotions of a diverse group. Reaching an agreement for a group can be difficult due to the various genres and choices. This paper proposes a novel approach to group movie suggestions by examining emotions from three different channels: movie descriptions (text), soundtracks (audio), and posters (image). We employ the Jaccard similarity index to match each participant's emotional preferences to prospective movie choices, followed by a fuzzy inference technique to determine group consensus. We use a weighted integration process for the fusion of emotion scores from diverse data types. Then, group movie recommendation is based on prevailing emotions and viewers' best-loved movies. After determining the recommendations, the group's consensus level is calculated using a fuzzy inference system, taking participants' feedback as input. Participants (n=130) in the survey were provided with different emotion categories and asked to select the emotions best suited for particular movies (n=12). Comparison results between predicted and actual scores demonstrate the efficiency of using emotion detection for this problem (Jaccard similarity index = 0.76). We explored the relationship between induced emotions and movie popularity as an additional experiment, analyzing emotion distribution in 100 popular movies from the TMDB database. Such systems can potentially improve the accuracy of movie recommendation systems and achieve a high level of consensus among participants with diverse preferences.
- Asia > South Korea (0.14)
- Asia > Kazakhstan > Almaty Region > Almaty (0.05)
- South America > Argentina > Patagonia > Río Negro Province > Viedma (0.04)
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- Research Report > Promising Solution (0.48)
- Research Report > New Finding (0.46)
- Media > Film (1.00)
- Leisure & Entertainment (1.00)
- Media > Television (0.88)
- Health & Medicine > Therapeutic Area > Psychiatry/Psychology > Mental Health (0.68)
FCM-RDpA: TSK Fuzzy Regression Model Construction Using Fuzzy C-Means Clustering, Regularization, DropRule, and Powerball AdaBelief
Shi, Zhenhua, Wu, Dongrui, Guo, Chenfeng, Zhao, Changming, Cui, Yuqi, Wang, Fei-Yue
To effectively optimize Takagi-Sugeno-Kang (TSK) fuzzy systems for regression problems, a mini-batch gradient descent with regularization, DropRule, and AdaBound (MBGD-RDA) algorithm was recently proposed. This paper further proposes FCM-RDpA, which improves MBGD-RDA by replacing the grid partition approach in rule initialization by fuzzy c-means clustering, and AdaBound by Powerball AdaBelief, which integrates recently proposed Powerball gradient and AdaBelief to further expedite and stabilize parameter optimization. Extensive experiments on 22 regression datasets with various sizes and dimensionalities validated the superiority of FCM-RDpA over MBGD-RDA, especially when the feature dimensionality is higher. We also propose an additional approach, FCM-RDpAx, that further improves FCM-RDpA by using augmented features in both the antecedents and consequents of the rules.
- North America > United States > Pennsylvania > Allegheny County > Pittsburgh (0.05)
- North America > United States > California > San Diego County > San Diego (0.04)
- North America > United States > Massachusetts > Plymouth County > Norwell (0.04)
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Optimize TSK Fuzzy Systems for Big Data Regression Problems: Mini-Batch Gradient Descent with Regularization, DropRule and AdaBound (MBGD-RDA)
Wu, Dongrui, Yuan, Ye, Tan, Yihua
Takagi-Sugeno-Kang (TSK) fuzzy systems are very useful machine learning models for regression problems. However, to our knowledge, there has not existed an efficient and effective training algorithm that enables them to deal with big data. Inspired by the connections between TSK fuzzy systems and neural networks, we extend three powerful neural network optimization techniques, i.e., mini-batch gradient descent, regularization, and AdaBound, to TSK fuzzy systems, and also propose a novel DropRule technique specifically for training TSK fuzzy systems. Our final algorithm, mini-batch gradient descent with regularization, DropRule and AdaBound (MBGD-RDA), can achieve fast convergence in training TSK fuzzy systems, and also superior generalization performance in testing. It can be used for training TSK fuzzy systems on datasets of any size; however, it is particularly useful for big datasets, on which currently no other efficient training algorithms exist.
- North America > United States > Pennsylvania > Allegheny County > Pittsburgh (0.04)
- North America > United States > California > San Diego County > San Diego (0.04)
- Oceania > Australia > Queensland > Brisbane (0.04)
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FML-based Dynamic Assessment Agent for Human-Machine Cooperative System on Game of Go
Lee, Chang-Shing, Wang, Mei-Hui, Yang, Sheng-Chi, Hung, Pi-Hsia, Lin, Su-Wei, Shuo, Nan, Kubota, Naoyuki, Chou, Chun-Hsun, Chou, Ping-Chiang, Kao, Chia-Hsiu
In this paper, we demonstrate the application of Fuzzy Markup Language (FML) to construct an FML-based Dynamic Assessment Agent (FDAA), and we present an FML-based Human-Machine Cooperative System (FHMCS) for the game of Go. The proposed FDAA comprises an intelligent decision-making and learning mechanism, an intelligent game bot, a proximal development agent, and an intelligent agent. The intelligent game bot is based on the open-source code of Facebook Darkforest, and it features a representational state transfer application programming interface mechanism. The proximal development agent contains a dynamic assessment mechanism, a GoSocket mechanism, and an FML engine with a fuzzy knowledge base and rule base. The intelligent agent contains a GoSocket engine and a summarization agent that is based on the estimated win rate, real-time simulation number, and matching degree of predicted moves. Additionally, the FML for player performance evaluation and linguistic descriptions for game results commentary are presented. We experimentally verify and validate the performance of the FDAA and variants of the FHMCS by testing five games in 2016 and 60 games of Google Master Go, a new version of the AlphaGo program, in January 2017. The experimental results demonstrate that the proposed FDAA can work effectively for Go applications.
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.05)
- Europe > Germany > Berlin (0.04)
- North America > United States > Texas > Lubbock County > Lubbock (0.04)
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- Leisure & Entertainment > Games > Go (1.00)
- Information Technology (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Uncertainty > Fuzzy Logic (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (1.00)
- Information Technology > Artificial Intelligence > Games > Go (1.00)