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Andrey Lange

Publications and source records attributed to Andrey Lange.

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Sequential Minimal Optimization Algorithm for One-Class Support Vector Machines With Privileged Information

One of the powerful techniques in data modeling is accounting for features that are available at the training stage, but are not available when the trained model is used to classify or predict test data -- the Learning Using Privileged Information paradigm (LUPI). Sequential Minimal Optimization (SMO) methods have been developed for supervised Support Vector Machines (SVM), unsupervised one-class SVM, and SVM with privileged information (SVM+). The missing brick in this research has long been a one-class SVM with privileged information (OC-SVM+). In this paper, we propose an SMO algorithm for OC-SVM+ that significantly outperforms non-sequential algorithms for training the OC-SVM+ model. Its finite-time convergence is established. The experiments show how privileged information affects a descriptive domain in the space of original features. Comparative benchmark tests demonstrate that our algorithm is superior over interior point algorithms.

cs.LG

How Many Trees in a Random Forest? A Revisited Approach with Plateau Search and Optuna Integration

Hyperparameter optimization (HPO) for Random Forest faces a specific difficulty in tuning the number of trees: the predictive score typically improves monotonically with ensemble size, so standard methods such as Tree-structured Parzen Estimator (TPE) and Hyperband require a predefined search range and often drive the estimate toward its right boundary. Early-stopping strategies avoid fixing such a range, but can be sensitive to score noise and prone to premature stopping. To address this, we propose an integrated triplet-based plateau-search algorithm that removes the number of trees from the direct TPE search space and still exploits information accumulated across HPO trials. The method adaptively tracks a near-minimal sufficient ensemble size by monitoring relative changes in the out-of-bag (OOB) score across a triplet of forest sizes and shifting this triplet accordingly. This yields an automated and user-interpretable procedure based on a tolerance parameter. We also provide a theoretical analysis: we relate the proposed relative OOB-score criterion to the gap between the current and limiting scores, and derive an asymptotic variance estimate for the corresponding OOB-based absolute relative difference. Experiments show that the selected number of trees can differ substantially from the common heuristic: for most classical benchmark datasets it is smaller, whereas for some high-dimensional bioinformatics datasets, such as Arcene and Dorothea, it is larger. The source code and reproducible experiments are available at https://github.com/lange-am/rf_plateau_hpo.

cs.LG

Esports Athletes and Players: a Comparative Study

We present a comparative study of the players' and professional players' (athletes') performance in Counter Strike: Global Offensive (CS:GO) discipline. Our study is based on ubiquitous sensing helping identify the biometric features significantly contributing to the classification of particular skills of the players. The research provides better understanding why the athletes demonstrate superior performance as compared to other players.

cs.HC

Towards Understanding of eSports Athletes' Potentialities: The Sensing System for Data Collection and Analysis

eSports is a developing multidisciplinary research area. At present, there is a lack of relevant data collected from real eSports athletes and lack of platforms which could be used for the data collection and further analysis. In this paper, we present a sensing system for enabling the data collection from professional athletes. Also, we report on the case study about collecting and analyzing the gaze data from Monolith professional eSports team specializing in Counter-Strike: Global Offensive (CS:GO) discipline. We perform a comparative study on assessing the gaze of amateur players and professional athletes. The results of our work are vital for ensuring eSports data collection and the following analysis in the scope of scouting or assessing the eSports players and athletes.

cs.HC

Sensors and Game Synchronization for Data Analysis in eSports

eSports industry has greatly progressed within the last decade in terms of audience and fund rising, broadcasting, networking and hardware. Since the number and quality of professional team has evolved too, there is a reasonable need in improving skills and training process of professional eSports athletes. In this work, we demonstrate a system able to collect heterogeneous data (physiological, environmental, video, telemetry) and guarantying synchronization with 10 ms accuracy. In particular, we demonstrate how to synchronize various sensors and ensure post synchronization, i.e. logged video, a so-called demo file, with the sensors data. Our experimental results achieved on the CS:GO game discipline show up to 3 ms accuracy of the time synchronization of the gaming computer.

cs.HC