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 Fuzzy Logic


Subjective Reality and Strong Artificial Intelligence

arXiv.org Artificial Intelligence

The main prospective aim of modern research related to Artificial Intelligence is the creation of technical systems that implement the idea of Strong Intelligence. According our point of view the path to the development of such systems comes through the research in the field related to perceptions. Here we formulate the model of the perception of external world which may be used for the description of perceptual activity of intelligent beings. We consider a number of issues related to the development of the set of patterns which will be used by the intelligent system when interacting with environment. The key idea of the presented perception model is the idea of subjective reality. The principle of the relativity of perceived world is formulated. It is shown that this principle is the immediate consequence of the idea of subjective reality. In this paper we show how the methodology of subjective reality may be used for the creation of different types of Strong AI systems.


A Framework for Intelligent Medical Diagnosis using Rough Set with Formal Concept Analysis

arXiv.org Artificial Intelligence

Medical diagnosis process vary in the degree to which they attempt to deal with different complicating aspects of diagnosis such as relative importance of symptoms, varied symptom pattern and the relation between diseases them selves. Based on decision theory, in the past many mathematical models such as crisp set, probability distribution, fuzzy set, intuitionistic fuzzy set were developed to deal with complicating aspects of diagnosis. But, many such models are failed to include important aspects of the expert decisions. Therefore, an effort has been made to process inconsistencies in data being considered by Pawlak with the introduction of rough set theory. Though rough set has major advantages over the other methods, but it generates too many rules that create many difficulties while taking decisions. Therefore, it is essential to minimize the decision rules. In this paper, we use two processes such as pre process and post process to mine suitable rules and to explore the relationship among the attributes. In pre process we use rough set theory to mine suitable rules, whereas in post process we use formal concept analysis from these suitable rules to explore better knowledge and most important factors affecting the decision making.


Continuous Value Function Approximation for Sequential Bidding Policies

arXiv.org Artificial Intelligence

Market-based mechanisms such as auctions are being studied as an appropriate means for resource allocation in distributed and mulitagent decision problems. When agents value resources in combination rather than in isolation, they must often deliberate about appropriate bidding strategies for a sequence of auctions offering resources of interest. We briefly describe a discrete dynamic programming model for constructing appropriate bidding policies for resources exhibiting both complementarities and substitutability. We then introduce a continuous approximation of this model, assuming that money (or the numeraire good) is infinitely divisible. Though this has the potential to reduce the computational cost of computing policies, value functions in the transformed problem do not have a convenient closed form representation. We develop {em grid-based} approximation for such value functions, representing value functions using piecewise linear approximations. We show that these methods can offer significant computational savings with relatively small cost in solution quality.


On Quantified Linguistic Approximation

arXiv.org Artificial Intelligence

Most fuzzy systems including fuzzy decision support and fuzzy control systems provide out-puts in the form of fuzzy sets that represent the inferred conclusions. Linguistic interpretation of such outputs often involves the use of linguistic approximation that assigns a linguistic label to a fuzzy set based on the predefined primary terms, linguistic modifiers and linguistic connectives. More generally, linguistic approximation can be formalized in the terms of the re-translation rules that correspond to the translation rules in ex-plicitation (e.g. simple, modifier, composite, quantification and qualification rules) in com-puting with words [Zadeh 1996]. However most existing methods of linguistic approximation use the simple, modifier and composite re-translation rules only. Although these methods can provide a sufficient approximation of simple fuzzy sets the approximation of more complex ones that are typical in many practical applications of fuzzy systems may be less satisfactory. Therefore the question arises why not use in linguistic ap-proximation also other re-translation rules corre-sponding to the translation rules in explicitation to advantage. In particular linguistic quantifica-tion may be desirable in situations where the conclusions interpreted as quantified linguistic propositions can be more informative and natu-ral. This paper presents some aspects of linguis-tic approximation in the context of the re-translation rules and proposes an approach to linguistic approximation with the use of quantifi-cation rules, i.e. quantified linguistic approxima-tion. Two methods of the quantified linguistic approximation are considered with the use of lin-guistic quantifiers based on the concepts of the non-fuzzy and fuzzy cardinalities of fuzzy sets. A number of examples are provided to illustrate the proposed approach.


Knowledge Discovery System For Fiber Reinforced Polymer Matrix Composite Laminate

arXiv.org Artificial Intelligence

In this paper Knowledge Discovery System (KDS) is proposed and implemented for the extraction of knowledge-mean stiffness of a polymer composite material in which when fibers are placed at different orientations. Cosine amplitude method is implemented for retrieving compatible polymer matrix and reinforcement fiber which is coming under predicted fiber class, from the polymer and reinforcement database respectively, based on the design requirements. Fuzzy classification rules to classify fibers into short, medium and long fiber classes are derived based on the fiber length and the computed or derive critical length of fiber. Longitudinal and Transverse module of Polymer Matrix Composite consisting of seven layers with different fiber volume fractions and different fibers orientations at 0,15,30,45,60,75 and 90 degrees are analyzed through Rule-of Mixture material design model. The analysis results are represented in different graphical steps and have been measured with statistical parameters. This data mining application implemented here has focused the mechanical problems of material design and analysis. Therefore, this system is an expert decision support system for optimizing the materials performance for designing light-weight and strong, and cost effective polymer composite materials.


Sketch-Based Linear Value Function Approximation

Neural Information Processing Systems

Hashing is a common method to reduce large, potentially infinite feature vectors to a fixed-size table. In reinforcement learning, hashing is often used in conjunction withtile coding to represent states in continuous spaces. Hashing is also a promising approach to value function approximation in large discrete domains such as Go and Hearts, where feature vectors can be constructed by exhaustively combining a set of atomic features. Unfortunately, the typical use of hashing in value function approximation results in biased value estimates due to the possibility ofcollisions. Recent work in data stream summaries has led to the development of the tug-of-war sketch, an unbiased estimator for approximating inner products. Our work investigates the application of this new data structure to linear value function approximation. Although in the reinforcement learning setting the use of the tug-of-war sketch leads to biased value estimates, we show that this bias can be orders of magnitude less than that of standard hashing. We provide empirical results on two RL benchmark domains and fifty-five Atari 2600 games to highlight the superior learning performance obtained when using tug-of-war hashing.


Design of Intelligent Agents Based System for Commodity Market Simulation with JADE

arXiv.org Artificial Intelligence

A market of potato commodity for industry scale usage is engaging several types of actors. They are farmers, middlemen, and industries. A multi-agent system has been built to simulate these actors into agent entities, based on manually given parameters within a simulation scenario file. Each type of agents has its own fuzzy logic representing actual actors' knowledge, to be used to interpreting values and take appropriated decision of it while on simulation. The system will simulate market activities with programmed behaviors then produce the results as spreadsheet and chart graph files. These results consist of each agent's yearly finance and commodity data. The system will also predict each of next value from these outputs.


When you talk about "Information processing" what actually do you have in mind?

arXiv.org Artificial Intelligence

"Information processing" is a not-so-long-ago launched buzzword that is extensively used in many research fields and communities. Despite of its widespread popularity, the real meaning of it is far less acknowledged and understood. Wikipedia [1] and Plato (Stanford Encyclopedia of Philosophy) [2] provide special entries for it, but even in the lightest manner, these entries do not confront the threatening ambiguity and incomprehensibility of this expression. Positing that "Information processing is the change (processing) of information "[1] in any way does not clarify its elusive essence. The reason for that is simple - the key component of the expression ("information") has never been defined and never determined, neither in the times of ancient philosophers nor in these glorious days, when "information era" has become our blossoming reality. It is worth to be mentioned - even today "information" does not have an accepted and a generally agreed definition. Far worse than that - it has always been (and continues to be) a "bone of contention" between many prominent thinkers, scholars and scientists. I do not intend to take part in this controversy. In the paper's Reference section I provide a list of some relevant publications addressing this issue, with only one and a definite purpose in mind - to give the vigilant readers a fair opportunity to verify by themselves how useful and applicable are the concepts of information that these leading thinkers and scholars are developing and advance (L.


Matroidal structure of generalized rough sets based on symmetric and transitive relations

arXiv.org Artificial Intelligence

Rough sets are efficient for data pre-process in data mining. Lower and upper approximations are two core concepts of rough sets. This paper studies generalized rough sets based on symmetric and transitive relations from the operator-oriented view by matroidal approaches. We firstly construct a matroidal structure of generalized rough sets based on symmetric and transitive relations, and provide an approach to study the matroid induced by a symmetric and transitive relation. Secondly, this paper establishes a close relationship between matroids and generalized rough sets. Approximation quality and roughness of generalized rough sets can be computed by the circuit of matroid theory. At last, a symmetric and transitive relation can be constructed by a matroid with some special properties.


Value Function Approximation in Zero-Sum Markov Games

arXiv.org Artificial Intelligence

This paper investigates value function approximation in the context of zero-sum Markov games, which can be viewed as a generalization of the Markov decision process (MDP) framework to the two-agent case. We generalize error bounds from MDPs to Markov games and describe generalizations of reinforcement learning algorithms to Markov games. We present a generalization of the optimal stopping problem to a two-player simultaneous move Markov game. For this special problem, we provide stronger bounds and can guarantee convergence for LSTD and temporal difference learning with linear value function approximation. We demonstrate the viability of value function approximation for Markov games by using the Least squares policy iteration (LSPI) algorithm to learn good policies for a soccer domain and a flow control problem. 1 Introduction Markov games can be viewed as generalizations of both classical game theory and the Markov decision process (MDP) framework1. In this paper, we consider the twoplayer zero-sum case, in which two players make simultaneous decisions in the same environment with shared state information. The reward function and the state transition probabilities depend on the current state and the current agents' joint actions. The reward function in each state is the payoff matrix of a zero-sum game.