script
JavierAntoran/Bayesian-Neural-Networks
The project is written in python 2.7 and Pytorch 1.0.1. If CUDA is available, it will be used automatically. The models can also run on CPU as they are not excessively big. We carried out homoscedastic and heteroscedastic regression experiements on toy datasets, generated with (Gaussian Process ground truth), as well as on real data (six UCI datasets). The heteroscedastic notebooks contain both toy and UCI dataset experiments for a given (ModelName).
The Yale Artificial Intelligence Project: A Brief Historv
This overview of the Yale Artificial Intelligence Project serves as an introduction to Scientific Datalink's microfiche publication of Yale AI Technical Reports Researchers develop new ideas and plant them in programs. The programs are cultivated, hybridized, nurtured. The weaker ideas die out. The stronger ideas are grafted onto new stock and serve as the basis of hearty new strains. At Yale, there has been a traditional summer seminar series at which graduate students present their unprepossessing theories to the vocal and critical review of their colleagues.
Controlling the Behavior of Animated Presentation Agents in the Interface
Lifelike characters, or animated agents, provide a promising option for interface development because they allow us to draw on communication and interaction styles with which humans are already familiar. In this contribution, we revisit some of our past and ongoing projects to motivate an evolution of character-based presentation systems. This evolution starts from systems in which a character presents information content in the style of a TV presenter. It moves on with the introduction of presentation teams that convey information to the user by performing role plays. To explore new forms of active user involvement during a presentation, the next step can lead to systems that convey information in the style of interactive performances. From a technical point of view, this evaluation is mirrored in different approaches to determine the behavior of the employed characters. By means of concrete applications, we argue that a central planning component for automated agent scripting is not always a good choice, especially not in the case of interactive performances where the user might take on an active role as well. Work in this area is motivated by a number of supporting arguments, including the fact that such characters allow for communication styles common in human-human dialogue and thus can release users from the burden to learn and familiarize themselves with less native interaction techniques. Furthermore, well-designed characters show great potential for making interfacing with a computer system more enjoyable. One aspect when designing a character is to find a suitable visual and audible appearance. In fact, there is now a broad spectrum of characters that rely on either cartoon drawings, recorded (and possibly modified) video images of persons, or geometric three-dimensional (3D) body models for their visual realization with recorded voices or synthesized speech and sound to determine their audible appearance. Audiovisual attractiveness, however, is not everything. Rather, the success of an interface character in terms of user acceptance and interface efficiency very much depends on the character's communication skills and its overall behavior. On a very low level of abstraction, the behavior of an agent can be regarded as the execution of a script, that is, a temporally ordered sequence of actions including body gestures, facial expressions, verbal utterances, locomotion, and (quasi-) physical interactions with other entities of the character's immediate environment. It comes as no surprise then that behavior scripting, in one way or another, has been widely used in projects that deal with interface characters.
Case-Based Reasoning: A Research Paradigm
"I have but one lamp by which my feet are guided, and that is the lamp of experience. I know no way of judging of the future but by the past." AI researchers seek to understand the nature of intelligence and human thought. They examine a range of human cognitive behavior, including memory, learning, planning, and problem solving and look for principles that play general descriptive and explanatory roles. The second agenda for AI research is technological.
Automatically Generating Game Tactics through Evolutionary Learning
The decision-making process of computer-controlled opponents in video games is called game AI. Adaptive game AI can improve the entertainment value of games by allowing computer-controlled opponents to fix weaknesses automatically in the game AI and to respond to changes in human-player tactics. Dynamic scripting is a reinforcement learning approach to adaptive game AI that learns, during gameplay, which game tactics an opponent should select to play effectively. In previous work, the tactics used by dynamic scripting were designed manually. We introduce the evolutionary state-based tactics generator (ESTG), which uses an evolutionary algorithm to generate tactics automatically.
tfruns-tools-for-tensorflow-training-runs
Our example training script (mnist_mlp.R) trains a Keras model to recognize MNIST digits. To train a model with tfruns, just use the training_run() function in place of the source() function to execute your R script. The metrics and output of each run are automatically captured within a run directory which is unique for each run that you initiate. You can call the latest_run() function to view the results of the last run (including the path to the run directory which stores all of the run's output): The run directory used in the example above is "runs/2017-10-02T14-23-38Z".