相关论文: Randomized fast no-loss expert system to play tic …
While modern biotechnologies allow synthesizing new proteins and function measurements at scale, efficiently exploring a protein sequence space and engineering it remains a daunting task due to the vast sequence space of any given protein.…
We give the first algorithm that maintains an approximate decision tree over an arbitrary sequence of insertions and deletions of labeled examples, with strong guarantees on the worst-case running time per update request. For instance, we…
We propose an algorithm for computing approximate Nash equilibria of partially observable games using Monte-Carlo tree search based on recent bandit methods. We obtain experimental results for the game of phantom tic-tac-toe, showing that…
The Random Mutation Hill-Climbing algorithm is a direct search technique mostly used in discrete domains. It repeats the process of randomly selecting a neighbour of a best-so-far solution and accepts the neighbour if it is better than or…
State-of-the-art machine learning solutions mainly focus on creating highly accurate models without constraints on hardware resources. Stream mining algorithms are designed to run on resource-constrained devices, thus a focus on low power…
We propose a new model of a distributed game, called an ATS game, which is played on a non-deterministic asynchronous transition system -- a natural distributed finite-state device working on Mazurkiewicz traces. This new…
Artificial intelligence is currently a dominant force in shaping various aspects of the world. Machine learning is a sub-field in artificial intelligence. Feature scaling is one of the data pre-processing techniques that improves the…
Humans learn to play video games significantly faster than the state-of-the-art reinforcement learning (RL) algorithms. People seem to build simple models that are easy to learn to support planning and strategic exploration. Inspired by…
Each of two players, by turns, rolls a dice several times accumulating the successive scores until he decides to stop, or he rolls an ace. When stopping, the accumulated turn score is added to the player account and the dice is given to his…
In this paper, we present a novel massively parallel algorithm for accelerating the decision tree building procedure on GPUs (Graphics Processing Units), which is a crucial step in Gradient Boosted Decision Tree (GBDT) and random forests…
Optimal motion planning involves obstacles avoidance where path planning is the key to success in optimal motion planning. Due to the computational demands, most of the path planning algorithms can not be employed for real-time based…
Perception and decision-making in high-speed dynamic scenarios remain challenging for current robots. In contrast, humans and animals can rapidly perceive and make decisions in such environments. Taking table tennis as a typical example,…
This paper proposes the Real-Time Fast Marching Tree (RT-FMT), a real-time planning algorithm that features local and global path generation, multiple-query planning, and dynamic obstacle avoidance. During the search, RT-FMT quickly looks…
In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions…
In a Stackelberg game, a leader commits to a randomized strategy, and a follower chooses their best strategy in response. We consider an extension of a standard Stackelberg game, called a discrete-time dynamic Stackelberg game, that has an…
In supervised learning, decision trees are valued for their interpretability and performance. While greedy decision tree algorithms like CART remain widely used due to their computational efficiency, they often produce sub-optimal solutions…
In recent years, non-parametric methods utilizing random walks on graphs have been used to solve a wide range of machine learning problems, but in their simplest form they do not scale well due to the quadratic complexity. In this paper, a…
This work introduces a novel interpretable machine learning method called Mixture of Decision Trees (MoDT). It constitutes a special case of the Mixture of Experts ensemble architecture, which utilizes a linear model as gating function and…
We show that natural classes of regularized learning algorithms with a form of recency bias achieve faster convergence rates to approximate efficiency and to coarse correlated equilibria in multiplayer normal form games. When each player in…
In this paper, a new variant of Round Robin (RR) algorithm is proposed which is suitable for soft real time systems. RR algorithm performs optimally in timeshared systems, but it is not suitable for soft real time systems. Because it gives…