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A community of people interested in Artificial Intelligence, Deep Learning & Machine Learning in the West of Ireland.


How IBM tweaked its Wimbledon highlight-picking AI to remove bias

#artificialintelligence

IBM has been tweaking the AI-powered highlight picking algorithm it deploys during the Wimbledon tennis championships this year to take into account a wider array of factors to better find and personalise the best points to share with fans around the world. Big Blue is celebrating a 30-year technology partnership with the famous grass court tennis tournament, and in 2017 it unveiled an AI-powered system for picking the best points to insert into a highlights package, with the aim of delivering highlights "better than an international media organisation" as Sam Sneddon, IBM sports and entertainment lead, told Computerworld UK during a tour of its technology bunker on-site at the Championships this year. Whether it was Novak Djokovic and Roger Federer's five-hour epic mens' final, or Simona Halep's swift dismantling of Serena Williams in the ladies' final, IBM was working in the background to map and collect every second of footage before feeding it through a set of machine learning and deep learning algorithms which decide the points that would make for the best 5-10 minute highlight package. The Watson system analyses 39 factors, like player gestures and crowd reactions, from live footage and assigns an'excitement score'. For an idea of scale, IBM collects 4.5 million tennis data points per tournament.


Artificial intelligence breakthrough: Self-taught AI solved Rubik's Cube in just 1 second

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"The solution to the Rubik's Cube involves more symbolic, mathematical and abstract thinking, so a deep learning machine that can crack such a puzzle is getting closer to becoming a system that can think, reason, plan and make decisions." An expert system designed for a narrow task, such as only solving a Rubik's Cube will forever be limited to that domain. But a system like DeepCubeA, boasting an adaptable neural net, can be used for other tasks, such as solving complex scientific, mathematical, and engineering problems. Stephen McAleer, a co-author of the new paper, told Gizmodo how this system "is a small step toward creating agents that are able to learn how to think and plan for themselves in new environments." Reinforcement learning works the way it sounds.


Researchers' deep learning algorithm solves Rubik's Cube faster than any human

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Since its invention by a Hungarian architect in 1974, the Rubik's Cube has furrowed the brows of many who have tried to solve it, but the 3-D logic puzzle is no match for an artificial intelligence system created by researchers at the University of California, Irvine. DeepCubeA, a deep reinforcement learning algorithm programmed by UCI computer scientists and mathematicians, can find the solution in a fraction of a second, without any specific domain knowledge or in-game coaching from humans. This is no simple task considering that the cube has completion paths numbering in the billions but only one goal state--each of six sides displaying a solid color--which apparently can't be found through random moves. For a study published today in Nature Machine Intelligence, the researchers demonstrated that DeepCubeA solved 100 percent of all test configurations, finding the shortest path to the goal state about 60 percent of the time. The algorithm also works on other combinatorial games such as the sliding tile puzzle, Lights Out and Sokoban.


Top Machine Learning and Data Science Methods Used at Work

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The practice of data science requires the use algorithms and data science methods to help data professionals extract insights and value from data. A recent survey by Kaggle revealed that data professionals used data visualization, logistic regression, cross-validation and decision trees more than other data science methods in 2017. Looking ahead to 2018, data professionals are most interested in learning deep learning (41%). Kaggle conducted a survey in August 2017 of over 16,000 data professionals (2017 State of Data Science and Machine Learning). Their survey included a variety of questions about data science, machine learning, education and more.


Rubik's cube solved in "fraction of a second" by artificial intelligence machine learning algorithm

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Researchers have developed an AI algorithm which can solve a Rubik's cube in a fraction of a second, according to a study published in the journal Nature Machine Intelligence. The system, known as DeepCubeA, uses a form of machine learning which teaches itself how to play in order to crack the puzzle without being specifically coached by humans. "Artificial intelligence can defeat the world's best human chess and Go players, but some of the more difficult puzzles, such as the Rubik's Cube, had not been solved by computers, so we thought they were open for AI approaches," Pierre Baldi, one of the developers of the algorithm and computer scientist from the University of California, Irvine, said in a statement. According to Baldi, the latest development could herald a new generation of artificial intelligence (AI) deep-learning systems which are more advanced than those used in commercially available applications such as Siri and Alexa. "These systems are not really intelligent; they're brittle, and you can easily break or fool them," Baldi said.


Boosting Resolution and Recovering Texture of micro-CT Images with Deep Learning

arXiv.org Machine Learning

Digital Rock Imaging is constrained by detector hardware, and a trade-off between the image field of view (FOV) and the image resolution must be made. This can be compensated for with super resolution (SR) techniques that take a wide FOV, low resolution (LR) image, and super resolve a high resolution (HR), high FOV image. The Enhanced Deep Super Resolution Generative Adversarial Network (EDSRGAN) is trained on the Deep Learning Digital Rock Super Resolution Dataset, a diverse compilation 12000 of raw and processed uCT images. The network shows comparable performance of 50% to 70% reduction in relative error over bicubic interpolation. GAN performance in recovering texture shows superior visual similarity compared to SRCNN and other methods. Difference maps indicate that the SRCNN section of the SRGAN network recovers large scale edge (grain boundaries) features while the GAN network regenerates perceptually indistinguishable high frequency texture. Network performance is generalised with augmentation, showing high adaptability to noise and blur. HR images are fed into the network, generating HR-SR images to extrapolate network performance to sub-resolution features present in the HR images themselves. Results show that under-resolution features such as dissolved minerals and thin fractures are regenerated despite the network operating outside of trained specifications. Comparison with Scanning Electron Microscope images shows details are consistent with the underlying geometry of the sample. Recovery of textures benefits the characterisation of digital rocks with a high proportion of under-resolution micro-porous features, such as carbonate and coal samples. Images that are normally constrained by the mineralogy of the rock (coal), by fast transient imaging (waterflooding), or by the energy of the source (microporosity), can be super resolved accurately for further analysis downstream.


On the geometry of solutions and on the capacity of multi-layer neural networks with ReLU activations

arXiv.org Machine Learning

Rectified Linear Units (ReLU) have become the main model for the neural units in current deep learning systems. This choice has been originally suggested as a way to compensate for the so called vanishing gradient problem which can undercut stochastic gradient descent (SGD) learning in networks composed of multiple layers. Here we provide analytical results on the effects of ReLUs on the capacity and on the geometrical landscape of the solution space in two-layer neural networks with either binary or real-valued weights. We study the problem of storing an extensive number of random patterns and find that, quite unexpectedly, the capacity of the network remains finite as the number of neurons in the hidden layer increases, at odds with the case of threshold units in which the capacity diverges. Possibly more important, a large deviation approach allows us to find that the geometrical landscape of the solution space has a peculiar structure: while the majority of solutions are close in distance but still isolated, there exist rare regions of solutions which are much more dense than the similar ones in the case of threshold units. These solutions are robust to perturbations of the weights and can tolerate large perturbations of the inputs. The analytical results are corroborated by numerical findings.


Remaining Useful Lifetime Prediction via Deep Domain Adaptation

arXiv.org Machine Learning

In Prognostics and Health Management (PHM) sufficient prior observed degradation data is usually critical for Remaining Useful Lifetime (RUL) prediction. Most previous data-driven prediction methods assume that training (source) and testing (target) condition monitoring data have similar distributions. However, due to different operating conditions, fault modes, noise and equipment updates distribution shift exists across different data domains. This shift reduces the performance of predictive models previously built to specific conditions when no observed run-to-failure data is available for retraining. To address this issue, this paper proposes a new data-driven approach for domain adaptation in prognostics using Long Short-Term Neural Networks (LSTM). We use a time window approach to extract temporal information from time-series data in a source domain with observed RUL values and a target domain containing only sensor information. We propose a Domain Adversarial Neural Network (DANN) approach to learn domain-invariant features that can be used to predict the RUL in the target domain. The experimental results show that the proposed method can provide more reliable RUL predictions under datasets with different operating conditions and fault modes. These results suggest that the proposed method offers a promising approach to performing domain adaptation in practical PHM applications.


Learning Effective Embeddings From Crowdsourced Labels: An Educational Case Study

arXiv.org Machine Learning

Learning representation has been proven to be helpful in numerous machine learning tasks. The success of the majority of existing representation learning approaches often requires a large amount of consistent and noise-free labels. However, labels are not accessible in many real-world scenarios and they are usually annotated by the crowds. In practice, the crowdsourced labels are usually inconsistent among crowd workers given their diverse expertise and the number of crowdsourced labels is very limited. Thus, directly adopting crowdsourced labels for existing representation learning algorithms is inappropriate and suboptimal. In this paper, we investigate the above problem and propose a novel framework of \textbf{R}epresentation \textbf{L}earning with crowdsourced \textbf{L}abels, i.e., "RLL", which learns representation of data with crowdsourced labels by jointly and coherently solving the challenges introduced by limited and inconsistent labels. The proposed representation learning framework is evaluated in two real-world education applications. The experimental results demonstrate the benefits of our approach on learning representation from limited labeled data from the crowds, and show RLL is able to outperform state-of-the-art baselines. Moreover, detailed experiments are conducted on RLL to fully understand its key components and the corresponding performance.