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Postal Address Block Location Using a Convolutional Locator Network

Neural Information Processing Systems

This paper describes the use of a convolutional neural network to perform address block location on machine-printed mail pieces. Locating the address block is a difficult object recognition problem because there is often a large amount of extraneous printing on a mail piece and because address blocks vary dramatically in size and shape. We used a convolutional locator network with four outputs, each trained to find a different corner of the address block. A simple set of rules was used to generate ABL candidates from the network output. The system performs very well: when allowed five guesses, the network will tightly bound the address delivery information in 98.2% of the cases.


Signature Verification using a "Siamese" Time Delay Neural Network

Neural Information Processing Systems

The aim of the project was to make a signature verification system based on the NCR 5990 Signature Capture Device (a pen-input tablet) and to use 80 bytes or less for signature feature storage in order that the features can be stored on the magnetic strip of a credit-card. Verification using a digitizer such as the 5990, which generates spatial coordinates as a function of time, is known as dynamic verification. Much research has been carried out on signature verification.


A Computational Model for Cursive Handwriting Based on the Minimization Principle

Neural Information Processing Systems

We propose a trajectory planning and control theory for continuous movements such as connected cursive handwriting and continuous natural speech. Its hardware is based on our previously proposed forward-inverse-relaxation neural network (Wada & Kawato, 1993). Computationally, its optimization principle is the minimum torquechange criterion. Regarding the representation level, hard constraints satisfied by a trajectory are represented as a set of via-points extracted from a handwritten character. Accordingly, we propose a via-point estimation algorithm that estimates via-points by repeating the trajectory formation of a character and the via-point extraction from the character. In experiments, good quantitative agreement is found between human handwriting data and the trajectories generated by the theory. Finally, we propose a recognition schema based on the movement generation. We show a result in which the recognition schema is applied to the handwritten character recognition and can be extended to the phoneme timing estimation of natural speech. 1 INTRODUCTION In reaching movements, trajectory formation is an ill-posed problem because the hand can move along an infinite number of possible trajectories from the starting to the target point.


Mixtures of Controllers for Jump Linear and Non-Linear Plants

Neural Information Processing Systems

To control such complex systems it is computationally more efficient to decompose the problem into smaller subtasks, with different control strategies for different operating points. When detailed information about the plant is available, gain scheduling has proven a successful method for designing a global control (Shamma and Athans, 1992). The system is partitioned by choosing several operating points and a linear model for each operating point. A controller is designed for each linear model and a method for interpolating or'scheduling' the gains of the controllers is chosen. The control problem becomes even more challenging when the system to be controlled is non-stationary, and the mode of the system is not explicitly observable.


The Parti-Game Algorithm for Variable Resolution Reinforcement Learning in Multidimensional State-Spaces

Neural Information Processing Systems

Parti-game is a new algorithm for learning from delayed rewards in high dimensional real-valued state-spaces. In high dimensions it is essential that learning does not explore or plan over state space uniformly. Part i-game maintains a decision-tree partitioning of state-space and applies game-theory and computational geometry techniques to efficiently and reactively concentrate high resolution only on critical areas. Many simulated problems have been tested, ranging from 2-dimensional to 9-dimensional state-spaces, including mazes, path planning, nonlinear dynamics, and uncurling snake robots in restricted spaces. In all cases, a good solution is found in less than twenty trials and a few minutes. 1 REINFORCEMENT LEARNING Reinforcement learning [Samuel, 1959, Sutton, 1984, Watkins, 1989, Barto et al., 1991] is a promising method for control systems to program and improve themselves.


Convergence of Stochastic Iterative Dynamic Programming Algorithms

Neural Information Processing Systems

Increasing attention has recently been paid to algorithms based on dynamic programming (DP) due to the suitability of DP for learning problems involving control. In stochastic environments where the system being controlled is only incompletely known, however, a unifying theoretical account of these methods has been missing. In this paper we relate DPbased learning algorithms to the powerful techniques of stochastic approximation via a new convergence theorem, enabling us to establish a class of convergent algorithms to which both TD("\) and Q-Iearning belong. 1 INTRODUCTION Learning to predict the future and to find an optimal way of controlling it are the basic goals of learning systems that interact with their environment. A variety of algorithms are currently being studied for the purposes of prediction and control in incompletely specified, stochastic environments. Here we consider learning algorithms defined in Markov environments. There are actions or controls (u) available for the learner that affect both the state transition probabilities, and the probability distribution for the immediate, state dependent costs (Ci(u)) incurred by the learner.


Convergence of Indirect Adaptive Asynchronous Value Iteration Algorithms

Neural Information Processing Systems

Reinforcement Learning methods based on approximating dynamic programming (DP) are receiving increased attention due to their utility in forming reactive control policies for systems embedded in dynamic environments. Environments are usually modeled as controlled Markov processes, but when the environment model is not known a priori, adaptive methods are necessary. Adaptive control methods are often classified as being direct or indirect. Direct methods directly adapt the control policy from experience, whereas indirect methods adapt a model of the controlled process and compute control policies based on the latest model. Our focus is on indirect adaptive DPbased methods in this paper. We present a convergence result for indirect adaptive asynchronous value iteration algorithms for the case in which a lookup table is used to store the value function. Our result implies convergence of several existing reinforcement learning algorithms such as adaptive real-time dynamic programming (ARTDP) (Barto, Bradtke, & Singh, 1993) and prioritized sweeping (Moore & Atkeson, 1993). Although the emphasis of researchers studying DPbased reinforcement learning has been on direct adaptive methods such as Q-Learning (Watkins, 1989) and methods using TD algorithms (Sutton, 1988), it is not clear that these direct methods are preferable in practice to indirect methods such as those analyzed in this paper.



Monte Carlo Matrix Inversion and Reinforcement Learning

Neural Information Processing Systems

We describe the relationship between certain reinforcement learning (RL) methods based on dynamic programming (DP) and a class of unorthodox Monte Carlo methods for solving systems of linear equations proposed in the 1950's. These methods recast the solution of the linear system as the expected value of a statistic suitably defined over sample paths of a Markov chain. The significance of our observations lies in arguments (Curtiss, 1954) that these Monte Carlo methods scale better with respect to state-space size than do standard, iterative techniques for solving systems of linear equations. This analysis also establishes convergence rate estimates. Because methods used in RL systems for approximating the evaluation function of a fixed control policy also approximate solutions to systems of linear equations, the connection to these Monte Carlo methods establishes that algorithms very similar to TD algorithms (Sutton, 1988) are asymptotically more efficient in a precise sense than other methods for evaluating policies. Further, all DPbased RL methods have some of the properties of these Monte Carlo algorithms, which suggests that although RL is often perceived to be slow, for sufficiently large problems, it may in fact be more efficient than other known classes of methods capable of producing the same results.


Packet Routing in Dynamically Changing Networks: A Reinforcement Learning Approach

Neural Information Processing Systems

The field of reinforcement learning has grown dramatically over the past several years, but with the exception of backgammon [8, 2], has had few successful applications to large-scale, practical tasks. This paper demonstrates that the practical task of routing packets through a communication network is a natural application for reinforcement learning algorithms.