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Locally Adaptive Nearest Neighbor Algorithms

Neural Information Processing Systems

Four versions of a k-nearest neighbor algorithm with locally adaptive kare introduced and compared to the basic k-nearest neighbor algorithm (kNN). Locally adaptive kNN algorithms choose the value of k that should be used to classify a query by consulting the results of cross-validation computations in the local neighborhood of the query. Local kNN methods are shown to perform similar to kNN in experiments with twelve commonly used data sets. Encouraging resultsin three constructed tasks show that local methods can significantly outperform kNN in specific applications. Local methods can be recommended for online learning and for applications wheredifferent regions of the input space are covered by patterns solving different sub-tasks.


Classification of Multi-Spectral Pixels by the Binary Diamond Neural Network

Neural Information Processing Systems

Classification is widely used in the animal kingdom. Identifying an item as food is classification. Assigning words to objects, actions, feelings, and situations is classification. The purpose of this work is to introduce a new neural network, the Binary Diamond, which can be used as a general purpose classification tool. The design and operational mode of the Binary Diamond are influenced by observations of the underlying mechanisms that take place in human classification processes.


Neural Network Methods for Optimization Problems

Neural Information Processing Systems

In a talk entitled "Trajectory Control of Convergent Networks with applications to TSP", Natan Peterfreund (Computer Science, Technion) dealt with the problem of controlling the trajectories of continuous convergent neural networks models for solving optimization problems, without affecting their equilibria set and their convergence properties.Natan presented a class of feedback control functions which achieve this objective, while also improving the convergence rates. A modified Hopfield andTank neural network model, developed through the proposed feedback approach, was found to substantially improve the results of the original model in solving the Traveling Salesman Problem. The proposed feedback overcame the 2n symmetric property of the TSP problem. In a talk entitled "Training Feedforward Neural Networks quickly and accurately using Very Fast Simulated Reannealing Methods", Bruce Rosen (Asst. Professor, Computer Science, UT San Antonio) presented the Very Fast Simulated Reannealing (VFSR)algorithm for training feedforward neural networks [2].


An Analog VLSI Model of Central Pattern Generation in the Leech

Neural Information Processing Systems

The biological network is small and relatively well understood, and the silicon model can therefore span three levels of organization in the leech nervous system (neuron, ganglion, system); it represents one of the first comprehensive models of leech swimming operating in real-time. The circuit employs biophysically motivated analog neurons networked to form multiple biologically inspired silicon ganglia. These ganglia are coupled using known interganglionic connections. Thus the model retains the flavor of its biological counterpart, and though simplified, the output of the silicon circuit is similar to the output of the leech swim central pattern generator. The model operates on the same time-and spatial-scale as the leech nervous system and will provide an excellent platform with which to explore real-time adaptive locomotion in the leech and other "simple" invertebrate nervous systems.


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

Neural Information Processing Systems

Andrew W. Moore School of Computer Science Carnegie-Mellon University Pittsburgh, PA 15213 Abstract 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. Parti-game maintains a decision-tree partitioning of state-space and applies game-theory and computational geometry techniquesto efficiently and reactively concentrate high resolution onlyon 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 snakerobots 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.


Dual Mechanisms for Neural Binding and Segmentation

Neural Information Processing Systems

We propose that the binding and segmentation of visual features is mediated by two complementary mechanisms; a low resolution, spatial-based,resource-free process and a high resolution, temporal-based, resource-limited process. In the visual cortex, the former depends upon the orderly topographic organization in striate andextrastriate areas while the latter may be related to observed temporalrelationships between neuronal activities. Computer simulations illustrate the role the two mechanisms play in figure/ ground discrimination, depth-from-occlusion, and the vividness ofperceptual completion. 1 COMPLEMENTARY BINDING MECHANISMS The "binding problem" is a classic problem in computational neuroscience which considers how neuronal activities are grouped to create mental representations. For the case of visual processing, the binding of neuronal activities requires a mechanism forselectively grouping fragmented visual features in order to construct the coherent representations (i.e.


Comparison Training for a Rescheduling Problem in Neural Networks

Neural Information Processing Systems

Many events such as flight delays or the absence of a member require the crew pool rescheduling team to change the initial schedule (rescheduling). In this paper, we show that the neural network comparison paradigm applied to the backgammon game by Tesauro (Tesauro and Sejnowski, 1989)can also be applied to the rescheduling problem of an aircrew pool. Indeed both problems correspond to choosing the best solut.ion


A Network Mechanism for the Determination of Shape-From-Texture

Neural Information Processing Systems

We propose a computational model for how the cortex discriminates shape and depth from texture. The model consists of four stages: (1) extraction of local spatial frequency, (2) frequency characterization, (3) detection of texture compression by normalization, and (4) integration of the normalized frequency over space. The model accounts for a number of psychophysical observations including experiments based on novel random textures. These textures are generated from white noise and manipulated in Fourier domain in order to produce specific frequency spectra. Simulations with a range of stimuli, including real images, show qualitative and quantitative agreement with human perception. 1 INTRODUCTION There are several physical cues to shape and depth which arise from changes in projection as a surface curves away from view, or recedes in perspective.


WATTLE: A Trainable Gain Analogue VLSI Neural Network

Neural Information Processing Systems

This paper describes a low power analogue VLSI neural network called Wattle. Wattle is a 10:6:4 three layer perceptron with multiplying DACsynapses and on chip switched capacitor neurons fabricated in 1.2um CMOS.


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. Function-based methods, which fit a function tothe pen trajectory, have been found to lead to higher performance while parameter-based methods, which extract some number of parameters from a signa-737 738 Bromley, Guyon, Le Cun, Sackinger, and Shah ture, make a lower requirement on memory space for signature storage (see Lorette and Plamondon (1990) for comments). We chose to use the complete time extent of the signature, with the preprocessing described below, as input to a neural network, andto allow the network to compress the information.