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  • Neural Network Output Grouping 0.5?

    - by Mike
    I tried to write a Neural Network system, but even running through simple AND/OR/NOR type problems, the outputs seem to group around 0.5 (for a bias of -1) and 0.7 (for a bias of 1). It doesn't look exactly "wrong"... The 1,1 in the AND pattern does seem higher than the rest and the 0,0 in the OR looks lower, but they are still all grouped so it's debatable. I was wondering a) if there's some obvious mistake I've made or b) if there's any advice for debugging Neural Nets... seeing as you can't always track back exactly where an answer came from... Thanks! Mike

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  • My neural network gets "stuck" while training. Is this normal?

    - by Vivin Paliath
    I'm training a XOR neural network via back-propagation using stochastic gradient descent. The weights of the neural network are initialized to random values between -0.5 and 0.5. The neural network successfully trains itself around 80% of the time. However sometimes it gets "stuck" while backpropagating. By "stuck", I mean that I start seeing a decreasing rate of error correction. For example, during a successful training, the total error decreases rather quickly as the network learns, like so: ... ... Total error for this training set: 0.0010008071327708653 Total error for this training set: 0.001000750550254843 Total error for this training set: 0.001000693973929822 Total error for this training set: 0.0010006374037948094 Total error for this training set: 0.0010005808398488103 Total error for this training set: 0.0010005242820908169 Total error for this training set: 0.0010004677305198344 Total error for this training set: 0.0010004111851348654 Total error for this training set: 0.0010003546459349181 Total error for this training set: 0.0010002981129189812 Total error for this training set: 0.0010002415860860656 Total error for this training set: 0.0010001850654351723 Total error for this training set: 0.001000128550965301 Total error for this training set: 0.0010000720426754587 Total error for this training set: 0.0010000155405646494 Total error for this training set: 9.99959044631871E-4 Testing trained XOR neural network 0 XOR 0: 0.023956746649767453 0 XOR 1: 0.9736079194769579 1 XOR 0: 0.9735670067093437 1 XOR 1: 0.045068688874314006 However when it gets stuck, the total errors are decreasing, but it seems to be at a decreasing rate: ... ... Total error for this training set: 0.12325486644721295 Total error for this training set: 0.12325486642503929 Total error for this training set: 0.12325486640286581 Total error for this training set: 0.12325486638069229 Total error for this training set: 0.12325486635851894 Total error for this training set: 0.12325486633634561 Total error for this training set: 0.1232548663141723 Total error for this training set: 0.12325486629199914 Total error for this training set: 0.12325486626982587 Total error for this training set: 0.1232548662476525 Total error for this training set: 0.12325486622547954 Total error for this training set: 0.12325486620330656 Total error for this training set: 0.12325486618113349 Total error for this training set: 0.12325486615896045 Total error for this training set: 0.12325486613678775 Total error for this training set: 0.12325486611461482 Total error for this training set: 0.1232548660924418 Total error for this training set: 0.12325486607026936 Total error for this training set: 0.12325486604809655 Total error for this training set: 0.12325486602592373 Total error for this training set: 0.12325486600375107 Total error for this training set: 0.12325486598157878 Total error for this training set: 0.12325486595940628 Total error for this training set: 0.1232548659372337 Total error for this training set: 0.12325486591506139 Total error for this training set: 0.12325486589288918 Total error for this training set: 0.12325486587071677 Total error for this training set: 0.12325486584854453 While I was reading up on neural networks I came across a discussion on local minimas and global minimas and how neural networks don't really "know" which minima its supposed to be going towards. Is my network getting stuck in a local minima instead of a global minima?

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  • Reinforcement learning toy project

    - by Betamoo
    My toy project to learn & apply Reinforcement Learning is: - An agent tries to reach a goal state "safely" & "quickly".... - But there are projectiles and rockets that are launched upon the agent in the way. - The agent can determine rockets position -with some noise- only if they are "near" - The agent then must learn to avoid crashing into these rockets.. - The agent has -rechargable with time- fuel which is consumed in agent motion - Continuous Actions: Accelerating forward - Turning with angle I need some hints and names of RL algorithms that suit that case.. - I think it is POMDP , but can I model it as MDP and just ignore noise? - In case POMDP, What is the recommended way for evaluating probability? - Which is better to use in this case: Value functions or Policy Iterations? - Can I use NN to model environment dynamics instead of using explicit equations? - If yes, Is there a specific type/model of NN to be recommended? - I think Actions must be discretized, right? I know it will take time and effort to learn such a topic, but I am eager to.. You may answer some of the questions if you can not answer all... Thanks

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  • Algorithm to generate numerical concept hierarchy

    - by Christophe Herreman
    I have a couple of numerical datasets that I need to create a concept hierarchy for. For now, I have been doing this manually by observing the data (and a corresponding linechart). Based on my intuition, I created some acceptable hierarchies. This seems like a task that can be automated. Does anyone know if there is an algorithm to generate a concept hierarchy for numerical data? To give an example, I have the following dataset: Bangladesh 521 Brazil 8295 Burma 446 China 3259 Congo 2952 Egypt 2162 Ethiopia 333 France 46037 Germany 44729 India 1017 Indonesia 2239 Iran 4600 Italy 38996 Japan 38457 Mexico 10200 Nigeria 1401 Pakistan 1022 Philippines 1845 Russia 11807 South Africa 5685 Thailand 4116 Turkey 10479 UK 43734 US 47440 Vietnam 1042 for which I created the following hierarchy: LOWEST ( < 1000) LOW (1000 - 2500) MEDIUM (2501 - 7500) HIGH (7501 - 30000) HIGHEST ( 30000)

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  • How can I extract similarities/patterns from a collection of binary strings?

    - by JohnIdol
    I have a collection of binary strings of given size encoding effective solutions to a given problem. By looking at them, I can spot obvious similarities and intuitively see patterns of symmetry and periodicity. Are there mathematical/algorithmic tools I can "feed" this set of strings to and get results that might give me an idea of what this set of strings have in common? By doing so I would be able to impose a structure (or at least favor some features over others) on candidate solutions in order to greatly reduce the search space, maximizing chances to find optimal solutions for my problem (I am using genetic algorithms as the search tool - but this is not pivotal to the question). Any pointers/approaches appreciated.

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  • Algorithm shortest path between all points

    - by Jeroen
    Hi, suppose I have 10 points. I know the distance between each point. I need to find the shortest possible route passing trough all points. I have tried a couple of algorithms (Dijkstra, Floyd Warshall,...) and the all give me the shortest path between start and end, but they don't make a route with all points on it. Permutations work fine, but they are to resource expensive. What algorithms can you advise me to look into for this problem? Or is there a documented way to do this with the above mentioned algorithms? Tnx Jeroen

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  • Neural Networks in C# using NeuronDotNet

    - by kingrichard2005
    Hello, I'm testing the NeuronDotNet library for a class assignment using C#. I have a very simple console application that I'm using to test some of the code snippets provided in the manual fro the library, the goal of the assignment is to teach the program how to distinguish between random points in a square which may or may not be within a circle that is also inside the square. So basically, which points inside the square are also inside the circle. Here is what I have so far: namespace _469_A7 { class Program { static void Main(string[] args) { //Initlaize the backpropogation network LinearLayer inputLayer = new LinearLayer(2); SigmoidLayer hiddenLayer = new SigmoidLayer(8); SigmoidLayer outputLayer = new SigmoidLayer(2); new BackpropagationConnector(inputLayer, hiddenLayer); new BackpropagationConnector(hiddenLayer, outputLayer); BackpropagationNetwork network = new BackpropagationNetwork(inputLayer, outputLayer); //Generate a training set for the ANN TrainingSet trainingSet = new TrainingSet(2, 2); //TEST: Generate random set of points and add to training set, //for testing purposes start with 10 samples; Point p; Program program = new Program(); //Used to access randdouble function Random rand = new Random(); for(int i = 0; i < 10; i++) { //These points will be within the circle radius Type A if(rand.NextDouble() > 0.5) { p = new Point(rand.NextDouble(), rand.NextDouble()); trainingSet.Add(new TrainingSample(new double[2] { p.getX(), p.getY() }, new double[2] { 1, 0 })); continue; } //These points will either be on the border or outside the circle Type B p = new Point(program.randdouble(1.0, 4.0), program.randdouble(1.0, 4.0)); trainingSet.Add(new TrainingSample(new double[2] { p.getX(), p.getY() }, new double[2] { 0, 1 })); } //Start network learning network.Learn(trainingSet, 100); //Stop network learning //network.StopLearning(); } //generates a psuedo-random double between min and max public double randdouble(double min, double max) { Random rand = new Random(); if (min > max) { return rand.NextDouble() * (min - max) + max; } else { return rand.NextDouble() * (max - min) + min; } } } //Class defines a point in X/Y coordinates public class Point { private double X; private double Y; public Point(double xVal, double yVal) { this.X = xVal; this.Y = yVal; } public double getX() { return X; } public double getY() { return Y; } } } This is basically all that I need, the only question I have is how to handle output?? More specifically, I need to output the value of the "step size" and the momentum, although it would be nice to output other information as well. Anyone with experience using NeuronDotNet, your input is appreciated.

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  • Face Recognition for classifying digital photos?

    - by Jeremy E
    I like to mess around with AI and wanted to try my hand at face recognition the first step is to find the faces in the photographs. How is this usually done? Do you use convolution of a sample image/images or statistics based methods? How do you find the bounding box for the face? My goal is to classify the pictures of my kids from all the digital photos. Thanks in advance.

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  • Nominal Attributes in LibSVM

    - by Chris S
    When creating a libsvm training file, how do you differentiate between a nominal attribute verses a numeric attribute? I'm trying to encode certain nominal attributes as integers, but I want to ensure libsvm doesn't misinterpret them as numeric values. Unfortunately, libsvm's site seems to have very little documentation. Pentaho's docs seem to imply libsvm makes this distinction, but I'm still not clear how it's made.

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  • Dont understand Python Method

    - by user836087
    I dont understand what is going on in the move method. I am taking the AI course from Udacity.com. The video location is: http://www.udacity.com/view#Course/cs373/CourseRev/apr2012/Unit/512001/Nugget/480015 Below is the code I dont get, its not working as shown in the video .. The answer I should be getting according to Udacity is [0, 0, 1, 0, 0] Here is what I get [] p=[0, 1, 0, 0, 0] def move(p, U): q = [] for i in range(len(p)): q.append(p[(i-U) % len(p)]) return q print move(p, 1)

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  • Any good card game AI strategies?

    - by Mark
    What would be strategies for writing a good computer opponent for a card game? Most card games are games of incomplete information, so simply mapping out and traversing the game tree as one could do with a board game does not seem too promising. Maybe one could track what open cards are in the game (as soon as they are revealed) and assign probabilities to certain events (e.g. opponent still has 2 cards of clubs). Does anyone have experience with this? Links and directions greatly appreciated. Thanks! -Mark

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  • method for specialized pathfinding?

    - by rlbond
    I am working on a roguelike in my (very little) free time. Each level will basically be a few rectangular rooms connected together by paths. I want the paths between rooms to be natural-looking and windy, however. For example, I would not consider the following natural-looking: B X X X XX XX XX AXX I really want something more like this: B X XXXX X X X X AXXXXXXXX These paths must satisfy a few properties: I must be able to specify an area inside which they are bounded, I must be able to parameterize how windy and lengthy they are, The lines should not look like they started at one path and ended at the other. For example, the first example above looks as if it started at A and ended at B, because it basically changed directions repeatedly until it lined up with B and then just went straight there. I was hoping to use A*, but honestly I have no idea what my heuristic would be. I have also considered using a genetic algorithm, but I don't know how practical that method might end up. My question is, what is a good way to get the results I want? Please do not just specify a method like "A*" or "Dijkstra's algorithm," because I also need help with a good heuristic.

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  • Finding minimum cut-sets between bounded subgraphs

    - by Tore
    If a game map is partitioned into subgraphs, how to minimize edges between subgraphs? I have a problem, Im trying to make A* searches through a grid based game like pacman or sokoban, but i need to find "enclosures". What do i mean by enclosures? subgraphs with as few cut edges as possible given a maximum size and minimum size for number of vertices for each subgraph that act as a soft constraints. Alternatively you could say i am looking to find bridges between subgraphs, but its generally the same problem. Given a game that looks like this, what i want to do is find enclosures so that i can properly find entrances to them and thus get a good heuristic for reaching vertices inside these enclosures. So what i want is to find these colored regions on any given map. My Motivation The reason for me bothering to do this and not just staying content with the performance of a simple manhattan distance heuristic is that an enclosure heuristic can give more optimal results and i would not have to actually do the A* to get some proper distance calculations and also for later adding competitive blocking of opponents within these enclosures when playing sokoban type games. Also the enclosure heuristic can be used for a minimax approach to finding goal vertices more properly. A possible solution to the problem is the Kernighan-Lin algorithm: function Kernighan-Lin(G(V,E)): determine a balanced initial partition of the nodes into sets A and B do A1 := A; B1 := B compute D values for all a in A1 and b in B1 for (i := 1 to |V|/2) find a[i] from A1 and b[i] from B1, such that g[i] = D[a[i]] + D[b[i]] - 2*c[a][b] is maximal move a[i] to B1 and b[i] to A1 remove a[i] and b[i] from further consideration in this pass update D values for the elements of A1 = A1 / a[i] and B1 = B1 / b[i] end for find k which maximizes g_max, the sum of g[1],...,g[k] if (g_max > 0) then Exchange a[1],a[2],...,a[k] with b[1],b[2],...,b[k] until (g_max <= 0) return G(V,E) My problem with this algorithm is its runtime at O(n^2 * lg(n)), i am thinking of limiting the nodes in A1 and B1 to the border of each subgraph to reduce the amount of work done. I also dont understand the c[a][b] cost in the algorithm, if a and b do not have an edge between them is the cost assumed to be 0 or infinity, or should i create an edge based on some heuristic. Do you know what c[a][b] is supposed to be when there is no edge between a and b? Do you think my problem is suitable to use a multi level problem? Why or why not? Do you have a good idea for how to reduce the work done with the kernighan-lin algorithm for my problem?

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  • What problems have you solved using genetic algorithms/genetic programming?

    - by knorv
    Genetic algorithms (GA) and genetic programming (GP) are interesting areas of research. I'd like to know about specific problems you - the SO reader - have solved using GA/GP and what libraries/frameworks you used if you didn't roll your own. Questions: What problems have you used GA/GP to solve? What libraries/frameworks did you use? I'm looking for first-hand experiences, so please do not answer unless you have that.

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  • Calculating Nearest Match to Mean/Stddev Pair With LibSVM

    - by Chris S
    I'm new to SVMs, and I'm trying to use the Python interface to libsvm to classify a sample containing a mean and stddev. However, I'm getting nonsensical results. Is this task inappropriate for SVMs or is there an error in my use of libsvm? Below is the simple Python script I'm using to test: #!/usr/bin/env python # Simple classifier test. # Adapted from the svm_test.py file included in the standard libsvm distribution. from collections import defaultdict from svm import * # Define our sparse data formatted training and testing sets. labels = [1,2,3,4] train = [ # key: 0=mean, 1=stddev {0:2.5,1:3.5}, {0:5,1:1.2}, {0:7,1:3.3}, {0:10.3,1:0.3}, ] problem = svm_problem(labels, train) test = [ ({0:3, 1:3.11},1), ({0:7.3,1:3.1},3), ({0:7,1:3.3},3), ({0:9.8,1:0.5},4), ] # Test classifiers. kernels = [LINEAR, POLY, RBF] kname = ['linear','polynomial','rbf'] correct = defaultdict(int) for kn,kt in zip(kname,kernels): print kt param = svm_parameter(kernel_type = kt, C=10, probability = 1) model = svm_model(problem, param) for test_sample,correct_label in test: pred_label, pred_probability = model.predict_probability(test_sample) correct[kn] += pred_label == correct_label # Show results. print '-'*80 print 'Accuracy:' for kn,correct_count in correct.iteritems(): print '\t',kn, '%.6f (%i of %i)' % (correct_count/float(len(test)), correct_count, len(test)) The domain seems fairly simple. I'd expect that if it's trained to know a mean of 2.5 means label 1, then when it sees a mean of 2.4, it should return label 1 as the most likely classification. However, each kernel has an accuracy of 0%. Why is this? On a side note, is there a way to hide all the verbose training output dumped by libsvm in the terminal? I've searched libsvm's docs and code, but I can't find any way to turn this off.

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  • Extracting pure content / text from HTML Pages by excluding navigation and chrome content

    - by Ankur Gupta
    Hi, I am crawling news websites and want to extract News Title, News Abstract (First Paragraph), etc I plugged into the webkit parser code to easily navigate webpage as a tree. To eliminate navigation and other non news content I take the text version of the article (minus the html tags, webkit provides api for the same). Then I run the diff algorithm comparing various article's text from same website this results in similar text being eliminated. This gives me content minus the common navigation content etc. Despite the above approach I am still getting quite some junk in my final text. This results in incorrect News Abstract being extracted. The error rate is 5 in 10 article i.e. 50%. Error as in Can you Suggest an alternative strategy for extraction of pure content, Would/Can learning Natural Language rocessing help in extracting correct abstract from these articles ? How would you approach the above problem ?. Are these any research papers on the same ?. Regards Ankur Gupta

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  • Strategy and AI for the game 'Proximity'

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal strategy then b) how to build an AI Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the high branching factor (starts out at 120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • Resilient backpropagation neural network - question about gradient

    - by Raf
    Hello Guys, First I want to say that I'm really new to neural networks and I don't understand it very good ;) I've made my first C# implementation of the backpropagation neural network. I've tested it using XOR and it looks it work. Now I would like change my implementation to use resilient backpropagation (Rprop - http://en.wikipedia.org/wiki/Rprop). The definition says: "Rprop takes into account only the sign of the partial derivative over all patterns (not the magnitude), and acts independently on each "weight". Could somebody tell me what partial derivative over all patterns is? And how should I compute this partial derivative for a neuron in hidden layer. Thanks a lot UPDATE: My implementation base on this Java code: www_.dia.fi.upm.es/~jamartin/downloads/bpnn.java My backPropagate method looks like this: public double backPropagate(double[] targets) { double error, change; // calculate error terms for output double[] output_deltas = new double[outputsNumber]; for (int k = 0; k < outputsNumber; k++) { error = targets[k] - activationsOutputs[k]; output_deltas[k] = Dsigmoid(activationsOutputs[k]) * error; } // calculate error terms for hidden double[] hidden_deltas = new double[hiddenNumber]; for (int j = 0; j < hiddenNumber; j++) { error = 0.0; for (int k = 0; k < outputsNumber; k++) { error = error + output_deltas[k] * weightsOutputs[j, k]; } hidden_deltas[j] = Dsigmoid(activationsHidden[j]) * error; } //update output weights for (int j = 0; j < hiddenNumber; j++) { for (int k = 0; k < outputsNumber; k++) { change = output_deltas[k] * activationsHidden[j]; weightsOutputs[j, k] = weightsOutputs[j, k] + learningRate * change + momentumFactor * lastChangeWeightsForMomentumOutpus[j, k]; lastChangeWeightsForMomentumOutpus[j, k] = change; } } // update input weights for (int i = 0; i < inputsNumber; i++) { for (int j = 0; j < hiddenNumber; j++) { change = hidden_deltas[j] * activationsInputs[i]; weightsInputs[i, j] = weightsInputs[i, j] + learningRate * change + momentumFactor * lastChangeWeightsForMomentumInputs[i, j]; lastChangeWeightsForMomentumInputs[i, j] = change; } } // calculate error error = 0.0; for (int k = 0; k < outputsNumber; k++) { error = error + 0.5 * (targets[k] - activationsOutputs[k]) * (targets[k] - activationsOutputs[k]); } return error; } So can I use change = hidden_deltas[j] * activationsInputs[i] variable as a gradient (partial derivative) for checking the sing?

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  • How does Dijkstra's Algorithm and A-Star compare?

    - by KingNestor
    I was looking at what the guys in the Mario AI Competition have been doing and some of them have built some pretty neat Mario bots utilizing the A* (A-Star) Pathing Algorithm. (Video of Mario A* Bot In Action) My question is, how does A-Star compare with Dijkstra? Looking over them, they seem similar. Why would someone use one over the other? Especially in the context of pathing in games?

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  • How do you solve the 15-puzzle with A-Star or Dijkstra's Algorithm?

    - by Sean
    I've read in one of my AI books that popular algorithms (A-Star, Dijkstra) for path-finding in simulation or games is also used to solve the well-known "15-puzzle". Can anyone give me some pointers on how I would reduce the 15-puzzle to a graph of nodes and edges so that I could apply one of these algorithms? If I were to treat each node in the graph as a game state then wouldn't that tree become quite large? Or is that just the way to do it?

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  • Machine Learning Algorithm for Predicting Order of Events?

    - by user213060
    Simple machine learning question. Probably numerous ways to solve this: There is an infinite stream of 4 possible events: 'event_1', 'event_2', 'event_4', 'event_4' The events do not come in in completely random order. We will assume that there are some complex patterns to the order that most events come in, and the rest of the events are just random. We do not know the patterns ahead of time though. After each event is received, I want to predict what the next event will be based on the order that events have come in in the past. The predictor will then be told what the next event actually was: Predictor=new_predictor() prev_event=False while True: event=get_event() if prev_event is not False: Predictor.last_event_was(prev_event) predicted_event=Predictor.predict_next_event(event) The question arises of how long of a history that the predictor should maintain, since maintaining infinite history will not be possible. I'll leave this up to you to answer. The answer can't be infinte though for practicality. So I believe that the predictions will have to be done with some kind of rolling history. Adding a new event and expiring an old event should therefore be rather efficient, and not require rebuilding the entire predictor model, for example. Specific code, instead of research papers, would add for me immense value to your responses. Python or C libraries are nice, but anything will do. Thanks! Update: And what if more than one event can happen simultaneously on each round. Does that change the solution?

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