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 Object-Oriented Architecture


Machine Learning Object Oriented Programming

#artificialintelligence

A practitioner/learner of machine learning (ML) 'potentially' comes from either a computer science (CS) background or more of a Science, Maths and Engineering background. Therefore, there generally tends to be a gap in knowledge, understanding and culture between these two camps. The CS minded people typically value structure, organization, efficacy and replication over speed and scientific achievement and vice versa. An ideal situation would be where this is balanced. Since my class doesn't offer me this luxury, I decided to take a crack at it on my own.


Multimodal Hierarchical Dirichlet Process-based Active Perception

arXiv.org Machine Learning

In this paper, we propose an active perception method for recognizing object categories based on the multimodal hierarchical Dirichlet process (MHDP). The MHDP enables a robot to form object categories using multimodal information, e.g., visual, auditory, and haptic information, which can be observed by performing actions on an object. However, performing many actions on a target object requires a long time. In a real-time scenario, i.e., when the time is limited, the robot has to determine the set of actions that is most effective for recognizing a target object. We propose an MHDP-based active perception method that uses the information gain (IG) maximization criterion and lazy greedy algorithm. We show that the IG maximization criterion is optimal in the sense that the criterion is equivalent to a minimization of the expected Kullback--Leibler divergence between a final recognition state and the recognition state after the next set of actions. However, a straightforward calculation of IG is practically impossible. Therefore, we derive an efficient Monte Carlo approximation method for IG by making use of a property of the MHDP. We also show that the IG has submodular and non-decreasing properties as a set function because of the structure of the graphical model of the MHDP. Therefore, the IG maximization problem is reduced to a submodular maximization problem. This means that greedy and lazy greedy algorithms are effective and have a theoretical justification for their performance. We conducted an experiment using an upper-torso humanoid robot and a second one using synthetic data. The experimental results show that the method enables the robot to select a set of actions that allow it to recognize target objects quickly and accurately. The results support our theoretical outcomes.


3D Object Proposals for Accurate Object Class Detection

Neural Information Processing Systems

The goal of this paper is to generate high-quality 3D object proposals in the context of autonomous driving. Our method exploits stereo imagery to place proposals in the form of 3D bounding boxes. We formulate the problem as minimizing an energy function encoding object size priors, ground plane as well as several depth informed features that reason about free space, point cloud densities and distance to the ground. Our experiments show significant performance gains over existing RGB and RGB-D object proposal methods on the challenging KITTI benchmark. Combined with convolutional neural net (CNN) scoring, our approach outperforms all existing results on all three KITTI object classes.


Using Behavior Objects to Manage Complexity in Virtual Worlds

arXiv.org Artificial Intelligence

The quality of high-level AI of non-player characters (NPCs) in commercial open-world games (OWGs) has been increasing during the past years. However, due to constraints specific to the game industry, this increase has been slow and it has been driven by larger budgets rather than adoption of new complex AI techniques. Most of the contemporary AI is still expressed as hard-coded scripts. The complexity and manageability of the script codebase is one of the key limiting factors for further AI improvements. In this paper we address this issue. We present behavior objects - a general approach to development of NPC behaviors for large OWGs. Behavior objects are inspired by object-oriented programming and extend the concept of smart objects. Our approach promotes encapsulation of data and code for multiple related behaviors in one place, hiding internal details and embedding intelligence in the environment. Behavior objects are a natural abstraction of five different techniques that we have implemented to manage AI complexity in an upcoming AAA OWG. We report the details of the implementations in the context of behavior trees and the lessons learned during development. Our work should serve as inspiration for AI architecture designers from both the academia and the industry.


Exploiters-Based Knowledge Extraction in Object-Oriented Knowledge Representation

arXiv.org Artificial Intelligence

This paper contains the consideration of knowledge extraction mechanisms of such object-oriented knowledge representation models as frames, object-oriented programming and object-oriented dynamic networks. In addition, conception of universal exploiters within object-oriented dynamic networks is also discussed. The main result of the paper is introduction of new exploiters-based knowledge extraction approach, which provides generation of a finite set of new classes of objects, based on the basic set of classes. The methods for calculation of quantity of new classes, which can be obtained using proposed approach, and of quantity of types, which each of them describes, are proposed. Proof that basic set of classes, extended according to proposed approach, together with union exploiter create upper semilattice is given. The approach always allows generating of finitely defined set of new classes of objects for any object-oriented dynamic network. A quantity of these classes can be precisely calculated before the generation. It allows saving of only basic set of classes in the knowledge base.


Inheritance in Object-Oriented Knowledge Representation

arXiv.org Artificial Intelligence

This paper contains the consideration of inheritance mechanism in such knowledge representation models as object-oriented programming, frames and object-oriented dynamic networks. In addition, inheritance within representation of vague and imprecise knowledge are also discussed. New types of inheritance, general classification of all known inheritance types and approach, which allows avoiding in many cases problems with exceptions, redundancy and ambiguity within object-oriented dynamic networks and their fuzzy extension, are introduced in the paper. The proposed approach bases on conception of homogeneous and inhomogeneous or heterogeneous class of objects, which allow building of inheritance hierarchy more flexibly and efficiently.


Portable Option Discovery for Automated Learning Transfer in Object-Oriented Markov Decision Processes

AAAI Conferences

We introduce a novel framework for option discovery and learning transfer in complex domains that are represented as object-oriented Markov decision processes (OO-MDPs) [Diuk et al., 2008]. Our framework, Portable Option Discovery (POD), extends existing option discovery methods, and enables transfer across related but different domains by providing an unsupervised method for finding a mapping between object-oriented domains with different state spaces. The framework also includes heuristic approaches for increasing the efficiency of the mapping process. We present the results of applying POD to Pickett and Barto's [2002] PolicyBlocks and MacGlashan's [2013] Option-Based Policy Transfer in two application domains. We show that our approach can discover options effectively, transfer options among different domains, and improve learning performance with low computational overhead.


Information Compression, Intelligence, Computing, and Mathematics

arXiv.org Artificial Intelligence

This paper presents evidence for the idea that much of artificial intelligence, human perception and cognition, mainstream computing, and mathematics, may be understood as compression of information via the matching and unification of patterns. This is the basis for the "SP theory of intelligence", outlined in the paper and fully described elsewhere. Relevant evidence may be seen: in empirical support for the SP theory; in some advantages of information compression (IC) in terms of biology and engineering; in our use of shorthands and ordinary words in language; in how we merge successive views of any one thing; in visual recognition; in binocular vision; in visual adaptation; in how we learn lexical and grammatical structures in language; and in perceptual constancies. IC via the matching and unification of patterns may be seen in both computing and mathematics: in IC via equations; in the matching and unification of names; in the reduction or removal of redundancy from unary numbers; in the workings of Post's Canonical System and the transition function in the Universal Turing Machine; in the way computers retrieve information from memory; in systems like Prolog; and in the query-by-example technique for information retrieval. The chunking-with-codes technique for IC may be seen in the use of named functions to avoid repetition of computer code. The schema-plus-correction technique may be seen in functions with parameters and in the use of classes in object-oriented programming. And the run-length coding technique may be seen in multiplication, in division, and in several other devices in mathematics and computing. The SP theory resolves the apparent paradox of "decompression by compression". And computing and cognition as IC is compatible with the uses of redundancy in such things as backup copies to safeguard data and understanding speech in a noisy environment.



Z.til

AI Classics

This paper describes some work on automatically generating finite counterexamples in topology, and the use of counterexamples to speed up proof discovery in intermediate analysis, and gives some examples theorems where human provers are aided in proof discovery by the use of examples.