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  • Searching Natural Language Sentence Structure

    - by Cerin
    What's the best way to store and search a database of natural language sentence structure trees? Using OpenNLP's English Treebank Parser, I can get fairly reliable sentence structure parsings for arbitrary sentences. What I'd like to do is create a tool that can extract all the doc strings from my source code, generate these trees for all sentences in the doc strings, store these trees and their associated function name in a database, and then allow a user to search the database using natural language queries. So, given the sentence "This uploads files to a remote machine." for the function upload_files(), I'd have the tree: (TOP (S (NP (DT This)) (VP (VBZ uploads) (NP (NNS files)) (PP (TO to) (NP (DT a) (JJ remote) (NN machine)))) (. .))) If someone entered the query "How can I upload files?", equating to the tree: (TOP (SBARQ (WHADVP (WRB How)) (SQ (MD can) (NP (PRP I)) (VP (VB upload) (NP (NNS files)))) (. ?))) how would I store and query these trees in a SQL database? I've written a simple proof-of-concept script that can perform this search using a mix of regular expressions and network graph parsing, but I'm not sure how I'd implement this in a scalable way. And yes, I realize my example would be trivial to retrieve using a simple keyword search. The idea I'm trying to test is how I might take advantage of grammatical structure, so I can weed-out entries with similar keywords, but a different sentence structure. For example, with the above query, I wouldn't want to retrieve the entry associated with the sentence "Checks a remote machine to find a user that uploads files." which has similar keywords, but is obviously describing a completely different behavior.

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  • large test data for knapsack problem

    - by user347918
    i am researcher student. I am searching large data for knapsack problem. I wanted test my algorithm for knapsack problem. But i couldn't find large data. I need data has 1000 item and capacity is no matter. The point is item as much as huge it's good for my algorithm. Is there any huge data available in internet. Does anybody know please guys i need urgent.

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  • Problems with real-valued deep belief networks (of RBMs)

    - by Junier
    I am trying to recreate the results reported in Reducing the dimensionality of data with neural networks of autoencoding the olivetti face dataset with an adapted version of the MNIST digits matlab code, but am having some difficulty. It seems that no matter how much tweaking I do on the number of epochs, rates, or momentum the stacked RBMs are entering the fine-tuning stage with a large amount of error and consequently fail to improve much at the fine-tuning stage. I am also experiencing a similar problem on another real-valued dataset. For the first layer I am using a RBM with a smaller learning rate (as described in the paper) and with negdata = poshidstates*vishid' + repmat(visbiases,numcases,1); I'm fairly confident I am following the instructions found in the supporting material but I cannot achieve the correct errors. Is there something I am missing? See the code I'm using for real-valued visible unit RBMs below, and for the whole deep training. The rest of the code can be found here. rbmvislinear.m: epsilonw = 0.001; % Learning rate for weights epsilonvb = 0.001; % Learning rate for biases of visible units epsilonhb = 0.001; % Learning rate for biases of hidden units weightcost = 0.0002; initialmomentum = 0.5; finalmomentum = 0.9; [numcases numdims numbatches]=size(batchdata); if restart ==1, restart=0; epoch=1; % Initializing symmetric weights and biases. vishid = 0.1*randn(numdims, numhid); hidbiases = zeros(1,numhid); visbiases = zeros(1,numdims); poshidprobs = zeros(numcases,numhid); neghidprobs = zeros(numcases,numhid); posprods = zeros(numdims,numhid); negprods = zeros(numdims,numhid); vishidinc = zeros(numdims,numhid); hidbiasinc = zeros(1,numhid); visbiasinc = zeros(1,numdims); sigmainc = zeros(1,numhid); batchposhidprobs=zeros(numcases,numhid,numbatches); end for epoch = epoch:maxepoch, fprintf(1,'epoch %d\r',epoch); errsum=0; for batch = 1:numbatches, if (mod(batch,100)==0) fprintf(1,' %d ',batch); end %%%%%%%%% START POSITIVE PHASE %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% data = batchdata(:,:,batch); poshidprobs = 1./(1 + exp(-data*vishid - repmat(hidbiases,numcases,1))); batchposhidprobs(:,:,batch)=poshidprobs; posprods = data' * poshidprobs; poshidact = sum(poshidprobs); posvisact = sum(data); %%%%%%%%% END OF POSITIVE PHASE %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% poshidstates = poshidprobs > rand(numcases,numhid); %%%%%%%%% START NEGATIVE PHASE %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% negdata = poshidstates*vishid' + repmat(visbiases,numcases,1);% + randn(numcases,numdims) if not using mean neghidprobs = 1./(1 + exp(-negdata*vishid - repmat(hidbiases,numcases,1))); negprods = negdata'*neghidprobs; neghidact = sum(neghidprobs); negvisact = sum(negdata); %%%%%%%%% END OF NEGATIVE PHASE %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% err= sum(sum( (data-negdata).^2 )); errsum = err + errsum; if epoch>5, momentum=finalmomentum; else momentum=initialmomentum; end; %%%%%%%%% UPDATE WEIGHTS AND BIASES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% vishidinc = momentum*vishidinc + ... epsilonw*( (posprods-negprods)/numcases - weightcost*vishid); visbiasinc = momentum*visbiasinc + (epsilonvb/numcases)*(posvisact-negvisact); hidbiasinc = momentum*hidbiasinc + (epsilonhb/numcases)*(poshidact-neghidact); vishid = vishid + vishidinc; visbiases = visbiases + visbiasinc; hidbiases = hidbiases + hidbiasinc; %%%%%%%%%%%%%%%% END OF UPDATES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% end fprintf(1, '\nepoch %4i error %f \n', epoch, errsum); end dofacedeepauto.m: clear all close all maxepoch=200; %In the Science paper we use maxepoch=50, but it works just fine. numhid=2000; numpen=1000; numpen2=500; numopen=30; fprintf(1,'Pretraining a deep autoencoder. \n'); fprintf(1,'The Science paper used 50 epochs. This uses %3i \n', maxepoch); load fdata %makeFaceData; [numcases numdims numbatches]=size(batchdata); fprintf(1,'Pretraining Layer 1 with RBM: %d-%d \n',numdims,numhid); restart=1; rbmvislinear; hidrecbiases=hidbiases; save mnistvh vishid hidrecbiases visbiases; maxepoch=50; fprintf(1,'\nPretraining Layer 2 with RBM: %d-%d \n',numhid,numpen); batchdata=batchposhidprobs; numhid=numpen; restart=1; rbm; hidpen=vishid; penrecbiases=hidbiases; hidgenbiases=visbiases; save mnisthp hidpen penrecbiases hidgenbiases; fprintf(1,'\nPretraining Layer 3 with RBM: %d-%d \n',numpen,numpen2); batchdata=batchposhidprobs; numhid=numpen2; restart=1; rbm; hidpen2=vishid; penrecbiases2=hidbiases; hidgenbiases2=visbiases; save mnisthp2 hidpen2 penrecbiases2 hidgenbiases2; fprintf(1,'\nPretraining Layer 4 with RBM: %d-%d \n',numpen2,numopen); batchdata=batchposhidprobs; numhid=numopen; restart=1; rbmhidlinear; hidtop=vishid; toprecbiases=hidbiases; topgenbiases=visbiases; save mnistpo hidtop toprecbiases topgenbiases; backpropface; Thanks for your time

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  • Finding patterns in Puzzle games.

    - by José Joel.
    I was wondering, which are the most commonly used algorithms applied to finding patterns in puzzle games conformed by grids of cells. I know that depends of many factors, like the kind of patterns You want to detect, or the rules of the game...but I wanted to know which are the most commonly used algorithms in that kind of problems... For example, games like columns, bejeweled, even tetris. I also want to know if detecting patterns by "brute force" ( like , scanning all the grid trying to find three adyacent cells of the same color ) is significantly worst that using particular algorithms in very small grids, like 4 X 4 for example ( and again, I know that depends of the kind of game and rules ...) Which structures are commonly used in this kind of games ?

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  • How to store visited states in iterative deepening / depth limited search?

    - by colinfang
    Update: Search for the first solution. for a normal Depth First Search it is simple, just use a hashset bool DFS (currentState) = { if (myHashSet.Contains(currentState)) { return; } else { myHashSet.Add(currentState); } if (IsSolution(currentState) return true; else { for (var nextState in GetNextStates(currentState)) if (DFS(nextState)) return true; } return false; } However, when it becomes depth limited, i cannot simply do this bool DFS (currentState, maxDepth) = { if (maxDepth = 0) return false; if (myHashSet.Contains(currentState)) { return; } else { myHashSet.Add(currentState); } if (IsSolution(currentState) return true; else { for (var nextState in GetNextStates(currentState)) if (DFS(nextState, maxDepth - 1)) return true; } return false; } Because then it is not going to do a complete search (in a sense of always be able to find a solution if there is any) before maxdepth How should I fix it? Would it add more space complexity to the algorithm? Or it just doesn't require to memoize the state at all. Update: for example, a decision tree is the following: A - B - C - D - E - A | F - G (Goal) Starting from state A. and G is a goal state. Clearly there is a solution under depth 3. However, using my implementation under depth 4, if the direction of search happens to be A(0) -> B(1) -> C(2) -> D(3) -> E(4) -> F(5) exceeds depth, then it would do back track to A, however E is visited, it would ignore the check direction A - E - F - G

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  • C++ AI Design Question

    - by disney
    Hi, I am currently writing a bot for a MMORPG. Though, currently I am stuck at trying to figure out how to nicely implement this. The design problem is related to casting the character spells in the correct order. Here is a simple example to what I need to archieve. It's not related to casting them, but doing it in the correct order. I would know how simply cast them randomly, by checking which skill has not yet been casted, but in right order as being shown in the GUI, not really. note: the skill amount may differ, it's not always 3, maximum 10 though. Charactername < foobar has 3 skills. Skill 1: Name ( random1 ) cooldown ( 1000 ms ) cast duration ( 500 ms ) Skill 2: Name ( random2 ) cooldown ( 1500 ms ) cast duration ( 700 ms ) Skill 3: Name ( random3 ) cooldown ( 2000 ms ) cast duration ( 900 ms ) I don't really know how I could implement this, if anyone has some thoughts, feel free to share. I do know that most of the people don't like the idea of cheating in games, I don't like it either, nor I am actually playing the game, but its an interesting field for me. Thank you.

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  • Is it possible to "learn" a regular expression by user-provided examples?

    - by DR
    Is it possible to "learn" a regular expression by user-provided examples? To clarify: I do not want to learn regular expressions. I want to create a program which "learns" a regular expression from examples which are interactively provided by a user, perhaps by selecting parts from a text or selecting begin or end markers. Is it possible? Are there algorithms, keywords, etc. which I can Google for? EDIT: Thank you for the answers, but I'm not interested in tools which provide this feature. I'm looking for theoretical information, like papers, tutorials, source code, names of algorithms, so I can create something for myself.

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  • 3D and AI basics. The foundation before the coding.

    - by Allan
    Hi, everyone. (If you have the time and patience:) I've recently made the decision to study programming seriously and I'm about to order TAOCP and Concrete Mathematics to begin my studies (please don't get caught up on this). I'm very much interested in learning and understanding how 3D works but I'm aware that if I plan to do it right there's still a long walk before I get to actually play with 3D coding. Now to the question.. (tl;dr) Excluding programming itself, what disciplines do I have to be familiar with to code 3D? What kinds of mathematics? Physics? What else? What books do you recommend on such subjects? Now read it all again but replacing "3D" with "AI". Please don't recommend computer-specific books. The question is about the foundation to be learned before using the machine. Also, if possible, please keep the list brief; I plan to order one book on each subject but no more than that for now. Excuse me for any English mistakes, it's not my first language. Thank you.

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  • Reporting / BI Framework for social websites

    - by Ryan
    I'm looking for ideas / open source frameworks to use for creating individual Analytics for user profiles and all the other profile types. Users will have different custom metrics, businesses willl have seperate metrics, the admin section will have seperate, Advertises will have seperate, etc. So basically the goal is to have 1 framework in place for all Analytics, which will be custom user to user and even use that for the system analytic needs also. It will include data analytics as there will be user ratings/reviews to perfomr data mining on for businesses, USers will have basic reporting on their needs (like friend demographics, filter by different preferences, etc). System is being developed in cakePhp. Thanks.

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  • Problems with with A* algorithm

    - by V_Programmer
    I'm trying to implement the A* algorithm in Java. I followed this tutorial,in particular, this pseudocode: http://theory.stanford.edu/~amitp/GameProgramming/ImplementationNotes.html The problem is my code doesn't work. It goes into an infinite loop. I really don't know why this happens... I suspect that the problem are in F = G + H function implemented in Graph constructors. I suspect I am not calculate the neighbor F correclty. Here's my code: List<Graph> open; List<Graph> close; private void createRouteAStar(Unit u) { open = new ArrayList<Graph>(); close = new ArrayList<Graph>(); u.ai_route_endX = 11; u.ai_route_endY = 5; List<Graph> neigh; int index; int i; boolean finish = false; Graph current; int cost; Graph start = new Graph(u.xMap, u.yMap, 0, ManhattanDistance(u.xMap, u.yMap, u.ai_route_endX, u.ai_route_endY)); open.add(start); current = start; while(!finish) { index = findLowerF(); current = new Graph(open, index); System.out.println(current.x); System.out.println(current.y); if (current.x == u.ai_route_endX && current.y == u.ai_route_endY) { finish = true; } else { close.add(current); neigh = current.getNeighbors(); for (i = 0; i < neigh.size(); i++) { cost = current.g + ManhattanDistance(current.x, current.y, neigh.get(i).x, neigh.get(i).y); if (open.contains(neigh.get(i)) && cost < neigh.get(i).g) { open.remove(open.indexOf(neigh)); } else if (close.contains(neigh.get(i)) && cost < neigh.get(i).g) { close.remove(close.indexOf(neigh)); } else if (!open.contains(neigh.get(i)) && !close.contains(neigh.get(i))) { neigh.get(i).g = cost; neigh.get(i).f = cost + ManhattanDistance(neigh.get(i).x, neigh.get(i).y, u.ai_route_endX, u.ai_route_endY); neigh.get(i).setParent(current); open.add(neigh.get(i)); } } } } System.out.println("step"); for (i=0; i < close.size(); i++) { if (close.get(i).parent != null) { System.out.println(i); System.out.println(close.get(i).parent.x); System.out.println(close.get(i).parent.y); } } } private int findLowerF() { int i; int min = 10000; int minIndex = -1; for (i=0; i < open.size(); i++) { if (open.get(i).f < min) { min = open.get(i).f; minIndex = i; System.out.println("min"); System.out.println(min); } } return minIndex; } private int ManhattanDistance(int ax, int ay, int bx, int by) { return Math.abs(ax-bx) + Math.abs(ay-by); } And, as I've said. I suspect that the Graph class has the main problem. However I've not been able to detect and fix it. public class Graph { int x, y; int f,g,h; Graph parent; public Graph(int x, int y, int g, int h) { this.x = x; this.y = y; this.g = g; this.h = h; this.f = g + h; } public Graph(List<Graph> list, int index) { this.x = list.get(index).x; this.y = list.get(index).y; this.g = list.get(index).g; this.h = list.get(index).h; this.f = list.get(index).f; this.parent = list.get(index).parent; } public Graph(Graph gp) { this.x = gp.x; this.y = gp.y; this.g = gp.g; this.h = gp.h; this.f = gp.f; } public Graph(Graph gp, Graph parent) { this.x = gp.x; this.y = gp.y; this.g = gp.g; this.h = gp.h; this.f = g + h; this.parent = parent; } public List<Graph> getNeighbors() { List<Graph> aux = new ArrayList<Graph>(); aux.add(new Graph(x+1, y, g,h)); aux.add(new Graph(x-1, y, g,h)); aux.add(new Graph(x, y+1, g,h)); aux.add(new Graph(x, y-1, g,h)); return aux; } public void setParent(Graph g) { parent = g; } } Little Edit: Using the System.out and the Debugger I discovered that the program ALWAYS is check the same "current" graph, (15,8) which is the (u.xMap, u.yMap) position. Looks like it keeps forever in the first step.

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  • How to rate a connect four game situation in java

    - by MrPink
    Hey, I am trying to write a simple AI for a "Get four" game. The basic game principles are done, so I can throw in coins of different color, and they stack on each other and fill a 2D Array and so on and so forth. until now this is what the method looks like: public int insert(int x, int color) //0 = empty, 1=player1 2=player2" X is the horizontal coordinate, as the y coordinate is determined by how many stones are in the array already, I think the idea is obvious. Now the problem is I have to rate specific game situations, so find how many new pairs, triplets and possible 4 in a row I can get in a specific situation to then give each situation a specific value. With these values I can setup a "Game tree" to then decide which move would be best next (later on implementing Alpha-Beta-Pruning). My current problem is that I can't think of an efficient way to implement a rating of the current game situation in a java method. Any ideas would be greatly appreciated! greetings from Germany Mr. Pink

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  • Less Mathematical Approaches to Machine Learning?

    - by Ed
    Out of curiosity, I've been reading up a bit on the field of Machine Learning, and I'm surprised at the amount of computation and mathematics involved. One book I'm reading through uses advanced concepts such as Ring Theory and PDEs (note: the only thing I know about PDEs is that they use that funny looking character). This strikes me as odd considering that mathematics itself is a hard thing to "learn." Are there any branches of Machine Learning that use different approaches? I would think that a approaches relying more on logic, memory, construction of unfounded assumptions, and over-generalizations would be a better way to go, since that seems more like the way animals think. Animals don't (explicitly) calculate probabilities and statistics; at least as far as I know.

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  • What is the best AI language/framework for .NET?

    - by Eduardo Cobuci
    I'm building an academic work that consists in a turn-based strategy game. I'm using XNA 3 for the graphics but didn't decide what to use for AI. I was considering to use P#, a Prolog interpreter for .NET but i found it a bit poor. Do you anything better for game AI than Prolog (maybe Haskell?) or a better interpreter then P#?

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  • Online Game programming in Google App Engine: AI

    - by Hortinstein
    I am currently in the planning stages of a game for google app engine, but cannot wrap my head around how I am going to handle AI. I intend to have persistant NPCs that will move about the map, but short of writing a program that generates the same XML requests I use to control player actions, than run it on another server I am stuck on how to do it. I have looked at the Task Queue feature, but due to long running processes not being an option on the App engine, I am a little stuck. I intend to run multiple server instances with 200+ persistant NPC entities that I will need to update. Most action is slowly roaming around based on player movements/concentrations, and attacking close range players(you can probably guess the type of game im developing)

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  • How do I create two mutual producer/consumers with internal state in Haskell?

    - by Keith
    I've got an agent that takes in states and returns actions, while keeping an internal representation of the utility of state/action pairs. I've also got an environment that takes in actions and returns state/reward pairs. I need to be able to set the agent up with a start state and then continuously go from agent -(action)- environment -(state, reward)- agent -(action)-... However, the internal states (which need to be updated every iteration) need to stay private (that is, within the agent or the environment). This means that I can't simply call environment as a function within the agent using state and action as arguments. I'm somewhat of a Haskell noobie, so I'm not even sure if this is possible.

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  • Minimum number of training examples for Find-S/Candidate Elimination algorithms?

    - by Rich
    Consider the instance space consisting of integer points in the x, y plane, where 0 = x, y = 10, and the set of hypotheses consisting of rectangles (i.e. being of the form (a = x = b, c = y = d), where 0 = a, b, c, d = 10). What is the smallest number of training examples one needs to provide so that the Find-S algorithm perfectly learns a particular target concept (e.g. (2 = x = 4, 6 = y = 9))? When can we say that the target concept is exactly learned in the case of the Find-S algorithm, and what is the optimal query strategy? I'd also like to know the answer w.r.t Candidate Elimination. Thanks in advance.

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  • How to find patterns (lines, circles,...) from a list of points?

    - by Burkhard
    I have a list of points. Each point being an x and y coordinate (both of which are integers). Now I'm trying to find known patterns, such as lines, arcs or circles, knowing that the points are not perfectly on the pattern. What's the best way to do it? I don't have many clues to get started. Edit: the points are ordered. The user is drawing something and the program should detect the best patterns. For instance, if a triangle is drawn, it should detect three lines.

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  • 2D Game: Fast(est) way to find x closest entities for another entity - huge amount of entities, high

    - by Pygmy
    I'm working on a 2D game that has a huge amount of dynamic entities. For fun's sake, let's call them soldiers, and let's say there are 50000 of them (which I just randomly thought up, it might be much more or much less :)). All these soldiers are moving every frame according to rules - think boids / flocking / steering behaviour. For each soldier, to update it's movement I need the X soldiers that are closest to the one I'm processing. What would be the best spatial hierarchy to store them to facilitate calculations like this without too much overhead ? (All entities are updated/moved every frame, so it has to handle dynamic entities very well)

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  • m-estimate for continuous values

    - by Null
    I'm building a custom regression tree and want to use m-estimate for pruning. Does anyone know how to calculate that. http://www.ailab.si/blaz/predavanja/UISP/slides/uisp07-RegTrees.ppt might help (slide 12, how should Em look like?)

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  • Chaining Many-To-Many Dimensional Relationships in SSAS

    - by Ray Saltrelli
    I'm developing a cube in SSAS and attempting to model the following relationships: Many Facts to 1 Customer Many Customers to Many Sales Reps Many Sales Reps (Subordinates) to Sales Reps (Managers) Each M2M relationship is facilitated by a bridge table which also acts as a fact table in the cube I have most of this working. I can slice Facts by Customer and by Sales Rep (Subordinate), but when I add Sales Rep (Manager) to the query it appears to return every subordinate/manager combination regardless of whether or not that relationship exists in the bridge table. Any ideas as to what I might be doing wrong?

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  • Information Modeling

    - by Betamoo
    The sensor module in my project consists of a rotating camera, that collects noisy information about moving objects in the surrounding environment. The information consists of distance, angle and relative change of the moving objects.. The limiting view range of the camera makes it essential to rotate the camera periodically to update environment information... I was looking for algorithms / ways to model these information, in order to be able to guess / predict / learn motion properties of these object.. My current proposed idea is to store last n snapshots of each object in a queue. I take weighted average of positions and velocities of moving object, but I think it is a poor method... Can you state some titles that suit this case? Thanks

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  • What is your reporting tool of choice?

    - by jms
    Every project invariably needs some type of reporting functionality. From a foreach loop in your language of choice to a full blow BI platform. To get the job done what tools, widgets, platforms has the group used with success, frustration and failure?

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