Europe
A General Methodology for the Determination of 2D Bodies Elastic Deformation Invariants. Application to the Automatic Identification of Parasites
Arabadjis, Dimitris, Rousopoulos, Panayiotis, Papaodysseus, Constantin, Panagopoulos, Michalis, Loumou, Panayiota, Theodoropoulos, Georgios
--A novel methodology is introduced here that exploits 2D images of arbitrary elastic body deformation instances, so as to quantify mechano-elastic characteristics that are deformation invariant. Determination of such characteristics allows for developing methods offering an image of the undeformed body . General assumptions about the mechano-elastic properties of the bodies are stated, which lead to two different approaches for obtaining bodies' deformation invariants. One was developed to spot deformed body's neutral line and its cross sections, while the other solves deformation PDEs by performing a set of equivalent image operations on the deformed body images. Both these processes may furnish a body undeformed version from its deformed image. This was confirmed by obtaining the undeformed shape of deformed parasites, cells (protozoa), fibers and human lips. In addition, the method has been applied to the important problem of parasite automatic classification from their microscopic images. T o achieve this, we first apply the previous method to straighten the highly deformed parasites and then we apply a dedicated curve classification method to the straightened parasite contours. It is demonstrated that essentially different deformations of the same parasite give rise to practically the same undeformed shape, thus confirming the consistency of the introduced methodology . Finally, the developed pattern recognition method classifies the unwrapped parasites into 6 families, with an accuracy rate of 97.6 %. Index Terms --deformation invariant elastic properties, automatic curve classification, parasite automatic identification, straightening deformed objects, image analysis, elastic deformation, pattern classification techniques. In these cases, one frequently encounters two important problems: a) to make consistent and reliable estimation of the body undeformed shape from images of random instances of body deformation and b) to identify the deformed body from these images. W e would like to emphasize that, as a rule, identification of bodies on the basis of images of their deformation, is practically prohibited by the randomness of the deformation.
Optimization in Differentiable Manifolds in Order to Determine the Method of Construction of Prehistoric Wall-Paintings
Arabadjis, Dimitris, Rousopoulos, Panayiotis, Papaodysseus, Constantin, Exarhos, Michalis, Panagopoulos, Michalis, Papazoglou-Manioudaki, Lena
In this paper a general methodology is introduced for the determination of potential prototype curves used for the drawing of prehistoric wall-paintings. The approach includes a) preprocessing of the wall-paintings contours to properly partition them, according to their curvature, b) choice of prototype curves families, c) analysis and optimization in 4-manifold for a first estimation of the form of these prototypes, d) clustering of the contour parts and the prototypes, to determine a minimal number of potential guides, e) further optimization in 4-manifold, applied to each cluster separately, in order to determine the exact functional form of the potential guides, together with the corresponding drawn contour parts. The introduced methodology simultaneously deals with two problems: a) the arbitrariness in data-points orientation and b) the determination of one proper form for a prototype curve that optimally fits the corresponding contour data. Arbitrariness in orientation has been dealt with a novel curvature based error, while the proper forms of curve prototypes have been exhaustively determined by embedding curvature deformations of the prototypes into 4-manifolds. Application of this methodology to celebrated wall-paintings excavated at Tyrins, Greece and the Greek island of Thera, manifests it is highly probable that these wall-paintings had been drawn by means of geometric guides that correspond to linear spirals and hyperbolae. These geometric forms fit the drawings' lines with an exceptionally low average error, less than 0.39mm. Hence, the approach suggests the existence of accurate realizations of complicated geometric entities, more than 1000 years before their axiomatic formulation in Classical Ages.
Counting in Graph Covers: A Combinatorial Characterization of the Bethe Entropy Function
We present a combinatorial characterization of the Bethe entropy function of a factor graph, such a characterization being in contrast to the original, analytical, definition of this function. We achieve this combinatorial characterization by counting valid configurations in finite graph covers of the factor graph. Analogously, we give a combinatorial characterization of the Bethe partition function, whose original definition was also of an analytical nature. As we point out, our approach has similarities to the replica method, but also stark differences. The above findings are a natural backdrop for introducing a decoder for graph-based codes that we will call symbolwise graph-cover decoding, a decoder that extends our earlier work on blockwise graph-cover decoding. Both graph-cover decoders are theoretical tools that help towards a better understanding of message-passing iterative decoding, namely blockwise graph-cover decoding links max-product (min-sum) algorithm decoding with linear programming decoding, and symbolwise graph-cover decoding links sum-product algorithm decoding with Bethe free energy function minimization at temperature one. In contrast to the Gibbs entropy function, which is a concave function, the Bethe entropy function is in general not concave everywhere. In particular, we show that every code picked from an ensemble of regular low-density parity-check codes with minimum Hamming distance growing (with high probability) linearly with the block length has a Bethe entropy function that is convex in certain regions of its domain.
Modeling Weather Conditions Consequences on Road Trafficking Behaviors
Allain, Guillaume, Gamboa, Fabrice, Goudal, Philippe, Kien, Jean-Noรซl, Loubes, Jean-Michel
T is commonly accepted that adverse weather conditions modify significantly traffic flow dynamics in a complex way. Actually, it is well known that bad weather conditions such as, heavy rain, fog, snow, induce a significant decrease on traffic flow speeds. Note that it can be partially explained by the legal speed regulations. However, if several studies conclude that road traffic speed decreases during adverse weather, this trend is only confirmed. Furthermore, up to our knowledge, no quantitative analysis has been conducted to forecast the evolution of the observed speed of vehicles.
Disjunctive Datalog with Existential Quantifiers: Semantics, Decidability, and Complexity Issues
Alviano, Mario, Faber, Wolfgang, Leone, Nicola, Manna, Marco
Datalog is one of the best-known rule-based languages, and extensions of it are used in a wide context of applications. An important Datalog extension is Disjunctive Datalog, which significantly increases the expressivity of the basic language. Disjunctive Datalog is useful in a wide range of applications, ranging from Databases (e.g., Data Integration) to Artificial Intelligence (e.g., diagnosis and planning under incomplete knowledge). However, in recent years an important shortcoming of Datalog-based languages became evident, e.g. in the context of data-integration (consistent query-answering, ontology-based data access) and Semantic Web applications: The language does not permit any generation of and reasoning with unnamed individuals in an obvious way. In general, it is weak in supporting many cases of existential quantification. To overcome this problem, Datalogex has recently been proposed, which extends traditional Datalog by existential quantification in rule heads. In this work, we propose a natural extension of Disjunctive Datalog and Datalogex, called Datalogexor, which allows both disjunctions and existential quantification in rule heads and is therefore an attractive language for knowledge representation and reasoning, especially in domains where ontology-based reasoning is needed. We formally define syntax and semantics of the language Datalogexor, and provide a notion of instantiation, which we prove to be adequate for Datalogexor. A main issue of Datalogex and hence also of Datalogexor is that decidability is no longer guaranteed for typical reasoning tasks. In order to address this issue, we identify many decidable fragments of the language, which extend, in a natural way, analog classes defined in the non-disjunctive case. Moreover, we carry out an in-depth complexity analysis, deriving interesting results which range from Logarithmic Space to Exponential Time.
Annotating Answer-Set Programs in LANA?
De Vos, Marina, Kฤฑza, Doฤa Gizem, Oetsch, Johannes, Pรผhrer, Jรถrg, Tompits, Hans
While past research in answer-set programming (ASP) mainly focused on theory, ASP solver technology, and applications, the present work situates itself in the context of a quite recent research trend: development support for ASP. In particular, we propose to augment answer-set programs with additional meta-information formulated in a dedicated annotation language, called LANA. This language allows the grouping of rules into coherent blocks and to specify language signatures, types, pre- and postconditions, as well as unit tests for such blocks. While these annotations are invisible to an ASP solver, as they take the form of program comments, they can be interpreted by tools for documentation, testing, and verification purposes, as well as to eliminate sources of common programming errors by realising syntax checking or code completion features. To demonstrate its versatility, we introduce two such tools, viz. (i) ASPDOC, for generating an HTML documentation for a program based on the annotated information, and (ii) ASPUNIT, for running and monitoring unit tests on program blocks. LANA is also exploited in the SeaLion system, an integrated development environment for ASP based on Eclipse. To appear in Theory and Practice of Logic Programming
Fast Procedural Level Population with Playability Constraints
Horswill, Ian D. (Northwestern University) | Foged, Leif (Northwestern University)
We examine the use of constraint propagation for populating indoor game levels with enemies and other objects.ย We introduce a notion of path constraints , which bound some function over the possible paths a player might take, and show how to efficiently place objects while guaranteeing path constraints.ย This allows the system to guarantee that power-ups are balanced to the number of enemies occurring in the level, that theyโre placed early enough to be useful, that keys are not hidden behind the doors they are intended to unlock, and so on. We describe a constraint solver based on interval methods that allows natural processing of numeric constraints and show that it is efficient enough to be used even on very low-end platforms.
Research Summary
Baier, Hendrik (Maastricht University)
Monte-Carlo Tree Search (MCTS) is an online planning algorithm that combines the ideas of best-first tree search and Monte-Carlo evaluation. Since MCTS is based on sampling, it does not require a transition function in explicit form, but only a generative model of the domain. Because it grows a highly selective search tree guided by its samples, it can handle huge search spaces with large branching factors. By using Monte-Carlo playouts, MCTS can take long-term rewards into account even with distant horizons. Combined with multi-armed bandit algorithms to trade off exploration and exploitation, MCTS has been shown to guarantee asymptotic convergence to the optimal policy, while providing approximations when stopped at any time. The relatively new MCTS approach has started a revolution in computer Go. Furthermore, it has achieved considerable success in domains as diverse as the games of Hex, Amazons, LOA, and Ms. Pacman; in General Game Playing, planning, and optimization. Whereas the focus of previous MCTS research has been on the practical application, current research begins to address the problem of understanding the nature, the underlying principles, of MCTS. A careful understanding of MCTS will lead to more effective search algorithms. Hence, my two interrelated research questions are: How can we formulate models that increase our understanding of how MCTS works? and How can we use the developed understanding to create effective search algorithms? This research summary describes the first steps I undertook in these directions, as well as my plans for future work.
Algorithmically Flexible Style Composition Through Multi-Objective Fitness Functions
Murray, Skyler (Brigham Young University) | Ventura, Dan (Brigham Young University)
Creating a musical fitness function is largely subjective and can be critically affected by the designer's biases. Previous attempts to create such functions for use in genetic algorithms lack scope or are prejudiced to a certain genre of music. They also are limited to producing music strictly in the style determined by the programmer. We show in this paper that musical feature extractors, which avoid the challenges of qualitative judgment, enable creation of a multi-objective function for direct music production. The main result is that the multi-objective fitness function enables creation of music with varying identifiable styles. To demonstrate this, we use three different multi-objective fitness functions to create three distinct sets of musical melodies. We then evaluate the distinctness of these sets using three different approaches: a set of traditional computational clustering metrics; a survey of non-musicians; and analysis by three trained musicians.
Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution
Shaker, Noor (IT University of Copenhagen) | Yannakakis, Georgios N. (IT University of Copenhagen) | Togelius, Julian (IT University of Copenhagen) | Nicolau, Miguel (University College Dublin) | O' (University College Dublin) | Neill, Michael
Adapting game content to a particular player's needs and expertise constitutes an important aspect in game design. Most research in this direction has focused on adapting game difficultyto keep the player engaged in the game. Dynamic difficulty adjustment, however, focuses on one aspect of the gameplay experience by adjusting the content to increase ordecrease perceived challenge. In this paper, we introduce a method for automatic level generation for the platform game Super Mario Bros using grammatical evolution. The grammatical evolution-based level generator is used to generate player-adapted content by employing an adaptation mechanism as a fitness function in grammatical evolution to optimizethe player experience of three emotional states: engagement, frustration and challenge. The fitness functions used are models of player experience constructed in our previous work from crowd-sourced gameplay data collected from over 1500 game sessions.