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  • What problems have you solved using artificial neural networks?

    - by knorv
    I'd like to know about specific problems you - the SO reader - have solved using artificial neural network techniques and what libraries/frameworks you used if you didn't roll your own. Questions: What problems have you used artificial neural networks 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • Artificial Inteligence library in python

    - by João Portela
    I was wondering if there are any python AI libraries similar to aima-python but for a more recent version of python... and how they are in comparison to aima-python. I was particularly interested in search algorithms such as hill-climbing, simulated annealing, tabu search and genetic algorithms. edit: made the question more clear.

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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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  • Heuristic to identify if a series of 4 bytes chunks of data are integers or floats

    - by flint
    What's the best heuristic I can use to identify whether a chunk of X 4-bytes are integers or floats? A human can do this easily, but I wanted to do it programmatically. I realize that since every combination of bits will result in a valid integer and (almost?) all of them will also result in a valid float, there is no way to know for sure. But I still would like to identify the most likely candidate (which will virtually always be correct; or at least, a human can do it). For example, let's take a series of 4-bytes raw data and print them as integers first and then as floats: 1 1.4013e-45 10 1.4013e-44 44 6.16571e-44 5000 7.00649e-42 1024 1.43493e-42 0 0 0 0 -5 -nan 11 1.54143e-44 Obviously they will be integers. Now, another example: 1065353216 1 1084227584 5 1085276160 5.5 1068149391 1.33333 1083179008 4.5 1120403456 100 0 0 -1110651699 -0.1 1195593728 50000 These will obviously be floats. PS: I'm using C++ but you can answer in any language, pseudo code or just in english.

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  • RTS AI: where to start?

    - by awegawef
    I'd like to begin tinkering around with an RTS AI, but I'm having trouble finding a good environment to work with, ie a game that has been already created. I have looked at Spring RTS and Bos Wars, but they don't seem to be conducive to creating simple examples. I am not totally opposed to writing my own game environment, it would just take a long time. Does anyone have a suggestion as to how I can get my feet wet without programming my own game?

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  • ai: Determining what tests to run to get most useful data

    - by Sai Emrys
    This is for http://cssfingerprint.com I have a system (see about page on site for details) where: I need to output a ranked list, with confidences, of categories that match a particular feature vector the binary feature vectors are a list of site IDs & whether this session detected a hit feature vectors are, for a given categorization, somewhat noisy (sites will decay out of history, and people will visit sites they don't normally visit) categories are a large, non-closed set (user IDs) my total feature space is approximately 50 million items (URLs) for any given test, I can only query approx. 0.2% of that space I can only make the decision of what to query, based on results so far, ~10-30 times, and must do so in <~100ms (though I can take much longer to do post-processing, relevant aggregation, etc) getting the AI's probability ranking of categories based on results so far is mildly expensive; ideally the decision will depend mostly on a few cheap sql queries I have training data that can say authoritatively that any two feature vectors are the same category but not that they are different (people sometimes forget their codes and use new ones, thereby making a new user id) I need an algorithm to determine what features (sites) are most likely to have a high ROI to query (i.e. to better discriminate between plausible-so-far categories [users], and to increase certainty that it's any given one). This needs to take into balance exploitation (test based on prior test data) and exploration (test stuff that's not been tested enough to find out how it performs). There's another question that deals with a priori ranking; this one is specifically about a posteriori ranking based on results gathered so far. Right now, I have little enough data that I can just always test everything that anyone else has ever gotten a hit for, but eventually that won't be the case, at which point this problem will need to be solved. I imagine that this is a fairly standard problem in AI - having a cheap heuristic for what expensive queries to make - but it wasn't covered in my AI class, so I don't actually know whether there's a standard answer. So, relevant reading that's not too math-heavy would be helpful, as well as suggestions for particular algorithms. What's a good way to approach this problem?

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  • Evolutionary Algorithms: Optimal Repopulation Breakdowns

    - by Brian MacKay
    It's really all in the title, but here's a breakdown for anyone who is interested in Evolutionary Algorithms: In an EA, the basic premise is that you randomly generate a certain number of organisms (which are really just sets of parameters), run them against a problem, and then let the top performers survive. You then repopulate with a combination of crossbreeds of the survivors, mutations of the survivors, and also a certain number of new random organisms. Do that several thousand times, and efficient organisms arise. Some people also do things like introduce multiple "islands" of organisms, which are seperate populations that are allowed to crossbreed once in awhile. So, my question is: what are the optimal repopulation percentages? I have been keeping the top 10% performers, and repopulating with 30% crossbreeds and 30% mutations. The remaining 30% is for new organisms. I have also tried out the multiple island theory, and I'm interested in your results on that as well. It is not lost on me that this is exactly the type of problem an EA could solve. Are you aware of anyone trying that? Thanks in advance!

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  • Tic-Tac-Toe AI: How to Make the Tree?

    - by cam
    I'm having a huge block trying to understand "trees" while making a Tic-Tac-Toe bot. I understand the concept, but I can't figure out to implement them. Can someone show me an example of how a tree should be generated for such a case? Or a good tutorial on generating trees? I guess the hard part is generating partial trees. I know how to implement generating a whole tree, but not parts of it.

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