Technology
Discovering Hidden Features with Gaussian Processes Regression
Vivarelli, Francesco, Williams, Christopher K. I.
W is often taken to be diagonal, but if we allow W to be a general positive definite matrix which can be tuned on the basis of training data, then an eigen-analysis of W shows that we are effectively creating hidden features, where the dimensionality of the hidden-feature space is determined by the data. We demonstrate the superiority of predictions usi ng the general matrix over those based on a diagonal matrix on two test problems.
Mechanisms of Generalization in Perceptual Learning
The learning of many visual perceptual tasks has been shown to be specific to practiced stimuli, while new stimuli require re-Iearning from scratch. Here we demonstrate generalization using a novel paradigm in motion discrimination where learning has been previously shown to be specific. We trained subjects to discriminate the directions of moving dots, and verified the previous results that learning does not transfer from the trained direction to a new one. However, by tracking the subjects' performance across time in the new direction, we found that their rate of learning doubled. Therefore, learning generalized in a task previously considered too difficult for generalization.
Fast Neural Network Emulation of Dynamical Systems for Computer Animation
Grzeszczuk, Radek, Terzopoulos, Demetri, Hinton, Geoffrey E.
Computer animation through the numerical simulation of physics-based graphics models offers unsurpassed realism, but it can be computationally demanding. This paper demonstrates the possibility of replacing the numerical simulation of nontrivial dynamic models with a dramatically more efficient "NeuroAnimator" that exploits neural networks. NeuroAnimators are automatically trained off-line to emulate physical dynamics through the observation of physics-based models in action. Depending on the model, its neural network emulator can yield physically realistic animation one or two orders of magnitude faster than conventional numerical simulation. We demonstrate NeuroAnimators for a variety of physics-based models.
Robust, Efficient, Globally-Optimized Reinforcement Learning with the Parti-Game Algorithm
Al-Ansari, Mohammad A., Williams, Ronald J.
Parti-game (Moore 1994a; Moore 1994b; Moore and Atkeson 1995) is a reinforcement learning (RL) algorithm that has a lot of promise in overcoming the curse of dimensionality that can plague RL algorithms when applied to high-dimensional problems. In this paper we introduce modifications to the algorithm that further improve its performance and robustness. In addition, while parti-game solutions can be improved locally by standard local path-improvement techniques, we introduce an add-on algorithm in the same spirit as parti-game that instead tries to improve solutions in a non-local manner. 1 INTRODUCTION Parti-game operates on goal problems by dynamically partitioning the space into hyperrectangular cells of varying sizes, represented using a k-d tree data structure. It assumes the existence of a pre-specified local controller that can be commanded to proceed from the current state to a given state. The algorithm uses a game-theoretic approach to assign costs to cells based on past experiences using a minimax algorithm.
Reinforcement Learning Based on On-Line EM Algorithm
On the other hand, applications to continuous state/action problems (Werbos, 1990; Doya, 1996; Sofge & White, 1992) are much more difficult than the finite state/action cases. Good function approximation methods and fast learning algorithms are crucial for successful applications. In this article, we propose a new RL method that has the above-mentioned two features. This method is based on an actor-critic architecture (Barto et al., 1983), although the detailed implementations of the actor and the critic are quite differ- Reinforcement Learning Based on On-Line EM Algorithm 1053 ent from those in the original actor-critic model. The actor and the critic in our method estimate a policy and a Q-function, respectively, and are approximated by Normalized Gaussian Networks (NGnet) (l'doody & Darken, 1989).
A Neuromorphic Monaural Sound Localizer
Harris, John G., Pu, Chiang-Jung, Príncipe, José Carlos
We describe the first single microphone sound localization system and its inspiration from theories of human monaural sound localization. Reflections and diffractions caused by the external ear (pinna) allow humans to estimate sound source elevations using only one ear. Our single microphone localization model relies on a specially shaped reflecting structure that serves the role of the pinna. Specially designed analog VLSI circuitry uses echo-time processing to localize the sound. A CMOS integrated circuit has been designed, fabricated, and successfully demonstrated on actual sounds. 1 Introduction The principal cues for human sound localization arise from time and intensity differences between the signals received at the two ears. For low-frequency components of sounds (below 1500Hz for humans), the phase-derived interaural time difference (lTD) can be used to localize the sound source. For these frequencies, the sound wavelength is at least several times larger than the head and the amount of shadowing (which depends on the wavelength of the sound compared with the dimensions of the head) is negligible.
Robot Docking Using Mixtures of Gaussians
Williamson, Matthew M., Murray-Smith, Roderick, Hansen, Volker
This paper applies the Mixture of Gaussians probabilistic model, combined with Expectation Maximization optimization to the task of summarizing three dimensional range data for a mobile robot. This provides a flexible way of dealing with uncertainties in sensor information, and allows the introduction of prior knowledge into low-level perception modules. Problems with the basic approach were solved in several ways: the mixture of Gaussians was reparameterized to reflect the types of objects expected in the scene, and priors on model parameters were included in the optimization process. Both approaches force the optimization to find'interesting' objects, given the sensor and object characteristics. A higher level classifier was used to interpret the results provided by the model, and to reject spurious solutions.