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A Dynamical Systems Approach for Static Evaluation in Go

arXiv.org Artificial Intelligence

Abstract--In the paper arguments are given why the concept of static evaluation has the potential to be a useful extension to Monte Carlo tree search. A new concept of modeling static evaluation through a dynamical system is introduced and strengths and weaknesses are discussed. The general suitability of this approach is demonstrated. The concept of Monte-Carlo simulations applied to Go [1] combined with the UCT algorithm [2], [3], which is a tree search method based on Upper Confidence Bounds (UCB) (see e.g. The detailed tournament report [8] of the program MoGo playing against professional and amateur players reveals strengths and weaknesses of MoGo which are typical for programs that perform a Monte Carlo tree search (MCTS). Programs performing MCTS can utilize ever increasing computing power but in their pure form without extra Go knowledge the ratio log(increase in needed computing power) / (increase in strength) is too big to get to professional strength on large boards in the foreseeable future. Therefore in recent years Go knowledge has been incorporated either in form of heuristics, or pattern databases learned from professional games or from self-play. Although treesearch was naturally slowed down the playing strength increased further. With all of this tremendous progress of MCTS compared to the knowledge based era of computer Go summarized in [9], [10], [11], it needs good reasons to start work on a static evaluation function (SE) in Go. One indicator that more Go knowledge needs to be added is that, compared with human playing strength the playing level of current programs decreases as board size increases from 9 9 to 13 13 and then to 19 19. The principal difficulties of deriving knowledge and applying it become more relevant as knowledge is increasingly used in MCTS. Knowledge that is not 100% accurate reduces the scalability of the program when enough computing power is available for global search to replace increasingly the approximate Go knowledge which then becomes less useful or even less accurate than knowledge coming from search. It is difficult to combine knowledge on a high level if it comes from different sources, like from pattern and from local searches. It is one of the reasons of the originally surprising success of pure MCTS that it only uses knowledge from one source (statistics of simulations) without the need of merging different types of knowledge.


Strong Solutions of the Fuzzy Linear Systems

arXiv.org Artificial Intelligence

We consider a fuzzy linear system with crisp coefficient matrix and with an arbitrary fuzzy number in parametric form on the right-hand side. It is known that the well-known existence and uniqueness theorem of a strong fuzzy solution is equivalent to the following: The coefficient matrix is the product of a permutation matrix and a diagonal matrix. This means that this theorem can be applicable only for a special form of linear systems, namely, only when the system consists of equations, each of which has exactly one variable. We prove an existence and uniqueness theorem, which can be use on more general systems. The necessary and sufficient conditions of the theorem are dependent on both the coefficient matrix and the right-hand side. This theorem is a generalization of the well-known existence and uniqueness theorem for the strong solution.


Toward Parts-Based Scene Understanding with Pixel-Support Parts-Sparse Pictorial Structures

arXiv.org Machine Learning

Scene understanding remains a significant challenge in the computer vision community. The visual psychophysics literature has demonstrated the importance of interdependence among parts of the scene. Yet, the majority of methods in computer vision remain local. Pictorial structures have arisen as a fundamental parts-based model for some vision problems, such as articulated object detection. However, the form of classical pictorial structures limits their applicability for global problems, such as semantic pixel labeling. In this paper, we propose an extension of the pictorial structures approach, called pixel-support parts-sparse pictorial structures, or PS3, to overcome this limitation. Our model extends the classical form in two ways: first, it defines parts directly based on pixel-support rather than in a parametric form, and second, it specifies a space of plausible parts-based scene models and permits one to be used for inference on any given image. PS3 makes strides toward unifying object-level and pixel-level modeling of scene elements. In this report, we implement the first half of our model and rely upon external knowledge to provide an initial graph structure for a given image. Our experimental results on benchmark datasets demonstrate the capability of this new parts-based view of scene modeling.


Representations and Techniques for 3D Object Recognition and Scene Interpretation

Morgan & Claypool Publishers

One of the grand challenges of artificial intelligence is to enable computers to interpret 3D scenes and objects from imagery. This book organizes and introduces major concepts in 3D scene and object representation and inference from still images, with a focus on recent efforts to fuse models of geometry and perspective with statistical machine learning. The book is organized into three sections: (1) Interpretation of Physical Space; (2) Recognition of 3D Objects; and (3) Integrated 3D Scene Interpretation. The first discusses representations of spatial layout and techniques to interpret physical scenes from images. The second section introduces representations for 3D object categories that account for the intrinsically 3D nature of objects and provide robustness to change in viewpoints.


Solving puzzles described in English by automated translation to answer set programming and learning how to do that translation

arXiv.org Artificial Intelligence

We present a system capable of automatically solving combinatorial logic puzzles given in (simplified) English. It involves translating the English descriptions of the puzzles into answer set programming(ASP) and using ASP solvers to provide solutions of the puzzles. To translate the descriptions, we use a lambda-calculus based approach using Probabilistic Combinatorial Categorial Grammars (PCCG) where the meanings of words are associated with parameters to be able to distinguish between multiple meanings of the same word. Meaning of many words and the parameters are learned. The puzzles are represented in ASP using an ontology which is applicable to a large set of logic puzzles.


Self-Organizing Mixture Networks for Representation of Grayscale Digital Images

arXiv.org Artificial Intelligence

Self-Organizing Maps are commonly used for unsupervised learning purposes. This paper is dedicated to the certain modification of SOM called SOMN (Self-Organizing Mixture Networks) used as a mechanism for representing grayscale digital images. Any grayscale digital image regarded as a distribution function can be approximated by the corresponding Gaussian mixture. In this paper, the use of SOMN is proposed in order to obtain such approximations for input grayscale images in unsupervised manner.


Ontology Alignment at the Instance and Schema Level

arXiv.org Artificial Intelligence

We present PARIS, an approach for the automatic alignment of ontologies. PARIS aligns not only instances, but also relations and classes. Alignments at the instance-level cross-fertilize with alignments at the schema-level. Thereby, our system provides a truly holistic solution to the problem of ontology alignment. The heart of the approach is probabilistic. This allows PARIS to run without any parameter tuning. We demonstrate the efficiency of the algorithm and its precision through extensive experiments. In particular, we obtain a precision of around 90% in experiments with two of the world's largest ontologies.


Stability Conditions for Online Learnability

arXiv.org Machine Learning

Stability is a general notion that quantifies the sensitivity of a learning algorithm's output to small change in the training dataset (e.g. deletion or replacement of a single training sample). Such conditions have recently been shown to be more powerful to characterize learnability in the general learning setting under i.i.d. samples where uniform convergence is not necessary for learnability, but where stability is both sufficient and necessary for learnability. We here show that similar stability conditions are also sufficient for online learnability, i.e. whether there exists a learning algorithm such that under any sequence of examples (potentially chosen adversarially) produces a sequence of hypotheses that has no regret in the limit with respect to the best hypothesis in hindsight. We introduce online stability, a stability condition related to uniform-leave-one-out stability in the batch setting, that is sufficient for online learnability. In particular we show that popular classes of online learners, namely algorithms that fall in the category of Follow-the-(Regularized)-Leader, Mirror Descent, gradient-based methods and randomized algorithms like Weighted Majority and Hedge, are guaranteed to have no regret if they have such online stability property. We provide examples that suggest the existence of an algorithm with such stability condition might in fact be necessary for online learnability. For the more restricted binary classification setting, we establish that such stability condition is in fact both sufficient and necessary. We also show that for a large class of online learnable problems in the general learning setting, namely those with a notion of sub-exponential covering, no-regret online algorithms that have such stability condition exists.


Feature Reinforcement Learning In Practice

arXiv.org Artificial Intelligence

Following a recent surge in using history-based methods for resolving perceptual aliasing in reinforcement learning, we introduce an algorithm based on the feature reinforcement learning framework called PhiMDP. To create a practical algorithm we devise a stochastic search procedure for a class of context trees based on parallel tempering and a specialized proposal distribution. We provide the first empirical evaluation for PhiMDP. Our proposed algorithm achieves superior performance to the classical U-tree algorithm and the recent active-LZ algorithm, and is competitive with MC-AIXI-CTW that maintains a bayesian mixture over all context trees up to a chosen depth.We are encouraged by our ability to compete with this sophisticated method using an algorithm that simply picks one single model, and uses Q-learning on the corresponding MDP. Our PhiMDP algorithm is much simpler, yet consumes less time and memory. These results show promise for our future work on attacking more complex and larger problems.


A Machine Learning Perspective on Predictive Coding with PAQ

arXiv.org Machine Learning

PAQ8 is an open source lossless data compression algorithm that currently achieves the best compression rates on many benchmarks. This report presents a detailed description of PAQ8 from a statistical machine learning perspective. It shows that it is possible to understand some of the modules of PAQ8 and use this understanding to improve the method. However, intuitive statistical explanations of the behavior of other modules remain elusive. We hope the description in this report will be a starting point for discussions that will increase our understanding, lead to improvements to PAQ8, and facilitate a transfer of knowledge from PAQ8 to other machine learning methods, such a recurrent neural networks and stochastic memoizers. Finally, the report presents a broad range of new applications of PAQ to machine learning tasks including language modeling and adaptive text prediction, adaptive game playing, classification, and compression using features from the field of deep learning.