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Morten Goodwin

Publications and source records attributed to Morten Goodwin.

51 records · Page 3Linked to original sources

The Convolutional Tsetlin Machine

Convolutional neural networks (CNNs) have obtained astounding successes for important pattern recognition tasks, but they suffer from high computational complexity and the lack of interpretability. The recent Tsetlin Machine (TM) attempts to address this lack by using easy-to-interpret conjunctive clauses in propositional logic to solve complex pattern recognition problems. The TM provides competitive accuracy in several benchmarks, while keeping the important property of interpretability. It further facilitates hardware-near implementation since inputs, patterns, and outputs are expressed as bits, while recognition and learning rely on straightforward bit manipulation. In this paper, we exploit the TM paradigm by introducing the Convolutional Tsetlin Machine (CTM), as an interpretable alternative to CNNs. Whereas the TM categorizes an image by employing each clause once to the whole image, the CTM uses each clause as a convolution filter. That is, a clause is evaluated multiple times, once per image patch taking part in the convolution. To make the clauses location-aware, each patch is further augmented with its coordinates within the image. The output of a convolution clause is obtained simply by ORing the outcome of evaluating the clause on each patch. In the learning phase of the TM, clauses that evaluate to 1 are contrasted against the input. For the CTM, we instead contrast against one of the patches, randomly selected among the patches that made the clause evaluate to 1. Accordingly, the standard Type I and Type II feedback of the classic TM can be employed directly, without further modification. The CTM obtains a peak test accuracy of 99.4% on MNIST, 96.31% on Kuzushiji-MNIST, 91.5% on Fashion-MNIST, and 100.0% on the 2D Noisy XOR Problem, which is competitive with results reported for simple 4-layer CNNs, BinaryConnect, Logistic Circuits and an FPGA-accelerated Binary CNN.

cs.LG↗

A Tsetlin Machine with Multigranular Clauses

The recently introduced Tsetlin Machine (TM) has provided competitive pattern recognition accuracy in several benchmarks, however, requires a 3-dimensional hyperparameter search. In this paper, we introduce the Multigranular Tsetlin Machine (MTM). The MTM eliminates the specificity hyperparameter, used by the TM to control the granularity of the conjunctive clauses that it produces for recognizing patterns. Instead of using a fixed global specificity, we encode varying specificity as part of the clauses, rendering the clauses multigranular. This makes it easier to configure the TM because the dimensionality of the hyperparameter search space is reduced to only two dimensions. Indeed, it turns out that there is significantly less hyperparameter tuning involved in applying the MTM to new problems. Further, we demonstrate empirically that the MTM provides similar performance to what is achieved with a finely specificity-optimized TM, by comparing their performance on both synthetic and real-world datasets.

cs.LG↗

Towards Model-based Reinforcement Learning for Industry-near Environments

Deep reinforcement learning has over the past few years shown great potential in learning near-optimal control in complex simulated environments with little visible information. Rainbow (Q-Learning) and PPO (Policy Optimisation) have shown outstanding performance in a variety of tasks, including Atari 2600, MuJoCo, and Roboschool test suite. While these algorithms are fundamentally different, both suffer from high variance, low sample efficiency, and hyperparameter sensitivity that in practice, make these algorithms a no-go for critical operations in the industry. On the other hand, model-based reinforcement learning focuses on learning the transition dynamics between states in an environment. If these environment dynamics are adequately learned, a model-based approach is perhaps the most sample efficient method for learning agents to act in an environment optimally. The traits of model-based reinforcement are ideal for real-world environments where sampling is slow and for mission-critical operations. In the warehouse industry, there is an increasing motivation to minimise time and to maximise production. Currently, autonomous agents act suboptimally using handcrafted policies for significant portions of the state-space. In this paper, we present The Dreaming Variational Autoencoder v2 (DVAE-2), a model-based reinforcement learning algorithm that increases sample efficiency, hence enable algorithms with low sample efficiency function better in real-world environments. We introduce Deep Warehouse, a simulated environment for industry-near testing of autonomous agents in grid-based warehouses. Finally, we illustrate that DVAE-2 improves the sample efficiency for the Deep Warehouse compared to model-free methods.

cs.AI↗

A Neural Turing~Machine for Conditional Transition Graph Modeling

Graphs are an essential part of many machine learning problems such as analysis of parse trees, social networks, knowledge graphs, transportation systems, and molecular structures. Applying machine learning in these areas typically involves learning the graph structure and the relationship between the nodes of the graph. However, learning the graph structure is often complex, particularly when the graph is cyclic, and the transitions from one node to another are conditioned such as graphs used to represent a finite state machine. To solve this problem, we propose to extend the memory based Neural Turing Machine (NTM) with two novel additions. We allow for transitions between nodes to be influenced by information received from external environments, and we let the NTM learn the context of those transitions. We refer to this extension as the Conditional Neural Turing Machine (CNTM). We show that the CNTM can infer conditional transition graphs by empirically verifiying the model on two data sets: a large set of randomly generated graphs, and a graph modeling the information retrieval process during certain crisis situations. The results show that the CNTM is able to reproduce the paths inside the graph with accuracy ranging from 82,12% for 10 nodes graphs to 65,25% for 100 nodes graphs.

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A Scheme for Continuous Input to the Tsetlin Machine with Applications to Forecasting Disease Outbreaks

In this paper, we apply a new promising tool for pattern classification, namely, the Tsetlin Machine (TM), to the field of disease forecasting. The TM is interpretable because it is based on manipulating expressions in propositional logic, leveraging a large team of Tsetlin Automata (TA). Apart from being interpretable, this approach is attractive due to its low computational cost and its capacity to handle noise. To attack the problem of forecasting, we introduce a preprocessing method that extends the TM so that it can handle continuous input. Briefly stated, we convert continuous input into a binary representation based on thresholding. The resulting extended TM is evaluated and analyzed using an artificial dataset. The TM is further applied to forecast dengue outbreaks of all the seventeen regions in the Philippines using the spatio-temporal properties of the data. Experimental results show that dengue outbreak forecasts made by the TM are more accurate than those obtained by a Support Vector Machine (SVM), Decision Trees (DTs), and several multi-layered Artificial Neural Networks (ANNs), both in terms of forecasting precision and F1-score.

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The Regression Tsetlin Machine: A Tsetlin Machine for Continuous Output Problems

The recently introduced Tsetlin Machine (TM) has provided competitive pattern classification accuracy in several benchmarks, composing patterns with easy-to-interpret conjunctive clauses in propositional logic. In this paper, we go beyond pattern classification by introducing a new type of TMs, namely, the Regression Tsetlin Machine (RTM). In all brevity, we modify the inner inference mechanism of the TM so that input patterns are transformed into a single continuous output, rather than to distinct categories. We achieve this by: (1) using the conjunctive clauses of the TM to capture arbitrarily complex patterns; (2) mapping these patterns to a continuous output through a novel voting and normalization mechanism; and (3) employing a feedback scheme that updates the TM clauses to minimize the regression error. The feedback scheme uses a new activation probability function that stabilizes the updating of clauses, while the overall system converges towards an accurate input-output mapping. The performance of the RTM is evaluated using six different artificial datasets with and without noise, in comparison with the Classic Tsetlin Machine (CTM) and the Multiclass Tsetlin Machine (MTM). Our empirical results indicate that the RTM obtains the best training and testing results for both noisy and noise-free datasets, with a smaller number of clauses. This, in turn, translates to higher regression accuracy, using significantly less computational resources.

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Deep Q-Learning with Q-Matrix Transfer Learning for Novel Fire Evacuation Environment

We focus on the important problem of emergency evacuation, which clearly could benefit from reinforcement learning that has been largely unaddressed. Emergency evacuation is a complex task which is difficult to solve with reinforcement learning, since an emergency situation is highly dynamic, with a lot of changing variables and complex constraints that makes it difficult to train on. In this paper, we propose the first fire evacuation environment to train reinforcement learning agents for evacuation planning. The environment is modelled as a graph capturing the building structure. It consists of realistic features like fire spread, uncertainty and bottlenecks. We have implemented the environment in the OpenAI gym format, to facilitate future research. We also propose a new reinforcement learning approach that entails pretraining the network weights of a DQN based agents to incorporate information on the shortest path to the exit. We achieved this by using tabular Q-learning to learn the shortest path on the building model's graph. This information is transferred to the network by deliberately overfitting it on the Q-matrix. Then, the pretrained DQN model is trained on the fire evacuation environment to generate the optimal evacuation path under time varying conditions. We perform comparisons of the proposed approach with state-of-the-art reinforcement learning algorithms like PPO, VPG, SARSA, A2C and ACKTR. The results show that our method is able to outperform state-of-the-art models by a huge margin including the original DQN based models. Finally, we test our model on a large and complex real building consisting of 91 rooms, with the possibility to move to any other room, hence giving 8281 actions. We use an attention based mechanism to deal with large action spaces. Our model achieves near optimal performance on the real world emergency environment.

cs.AI↗

Biometric Fish Classification of Temperate Species Using Convolutional Neural Network with Squeeze-and-Excitation

Our understanding and ability to effectively monitor and manage coastal ecosystems are severely limited by observation methods. Automatic recognition of species in natural environment is a promising tool which would revolutionize video and image analysis for a wide range of applications in marine ecology. However, classifying fish from images captured by underwater cameras is in general very challenging due to noise and illumination variations in water. Previous classification methods in the literature relies on filtering the images to separate the fish from the background or sharpening the images by removing background noise. This pre-filtering process may negatively impact the classification accuracy. In this work, we propose a Convolutional Neural Network (CNN) using the Squeeze-and-Excitation (SE) architecture for classifying images of fish without pre-filtering. Different from conventional schemes, this scheme is divided into two steps. The first step is to train the fish classifier via a public data set, i.e., Fish4Knowledge, without using image augmentation, named as pre-training. The second step is to train the classifier based on a new data set consisting of species that we are interested in for classification, named as post-training. The weights obtained from pre-training are applied to post-training as a priori. This is also known as transfer learning. Our solution achieves the state-of-the-art accuracy of 99.27% accuracy on the pre-training. The accuracy on the post-training is 83.68%. Experiments on the post-training with image augmentation yields an accuracy of 87.74%, indicating that the solution is viable with a larger data set.

cs.CV↗

The Dreaming Variational Autoencoder for Reinforcement Learning Environments

Reinforcement learning has shown great potential in generalizing over raw sensory data using only a single neural network for value optimization. There are several challenges in the current state-of-the-art reinforcement learning algorithms that prevent them from converging towards the global optima. It is likely that the solution to these problems lies in short- and long-term planning, exploration and memory management for reinforcement learning algorithms. Games are often used to benchmark reinforcement learning algorithms as they provide a flexible, reproducible, and easy to control environment. Regardless, few games feature a state-space where results in exploration, memory, and planning are easily perceived. This paper presents The Dreaming Variational Autoencoder (DVAE), a neural network based generative modeling architecture for exploration in environments with sparse feedback. We further present Deep Maze, a novel and flexible maze engine that challenges DVAE in partial and fully-observable state-spaces, long-horizon tasks, and deterministic and stochastic problems. We show initial findings and encourage further work in reinforcement learning driven by generative exploration.

cs.LG↗

Using the Tsetlin Machine to Learn Human-Interpretable Rules for High-Accuracy Text Categorization with Medical Applications

Medical applications challenge today's text categorization techniques by demanding both high accuracy and ease-of-interpretation. Although deep learning has provided a leap ahead in accuracy, this leap comes at the sacrifice of interpretability. To address this accuracy-interpretability challenge, we here introduce, for the first time, a text categorization approach that leverages the recently introduced Tsetlin Machine. In all brevity, we represent the terms of a text as propositional variables. From these, we capture categories using simple propositional formulae, such as: if "rash" and "reaction" and "penicillin" then Allergy. The Tsetlin Machine learns these formulae from a labelled text, utilizing conjunctive clauses to represent the particular facets of each category. Indeed, even the absence of terms (negated features) can be used for categorization purposes. Our empirical comparison with Naïve Bayes, decision trees, linear support vector machines (SVMs), random forest, long short-term memory (LSTM) neural networks, and other techniques, is quite conclusive. The Tsetlin Machine either performs on par with or outperforms all of the evaluated methods on both the 20 Newsgroups and IMDb datasets, as well as on a non-public clinical dataset. On average, the Tsetlin Machine delivers the best recall and precision scores across the datasets. Finally, our GPU implementation of the Tsetlin Machine executes 5 to 15 times faster than the CPU implementation, depending on the dataset. We thus believe that our novel approach can have a significant impact on a wide range of text analysis applications, forming a promising starting point for deeper natural language understanding with the Tsetlin Machine.

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Deep RTS: A Game Environment for Deep Reinforcement Learning in Real-Time Strategy Games

Reinforcement learning (RL) is an area of research that has blossomed tremendously in recent years and has shown remarkable potential for artificial intelligence based opponents in computer games. This success is primarily due to the vast capabilities of convolutional neural networks, that can extract useful features from noisy and complex data. Games are excellent tools to test and push the boundaries of novel RL algorithms because they give valuable insight into how well an algorithm can perform in isolated environments without the real-life consequences. Real-time strategy games (RTS) is a genre that has tremendous complexity and challenges the player in short and long-term planning. There is much research that focuses on applied RL in RTS games, and novel advances are therefore anticipated in the not too distant future. However, there are to date few environments for testing RTS AIs. Environments in the literature are often either overly simplistic, such as microRTS, or complex and without the possibility for accelerated learning on consumer hardware like StarCraft II. This paper introduces the Deep RTS game environment for testing cutting-edge artificial intelligence algorithms for RTS games. Deep RTS is a high-performance RTS game made specifically for artificial intelligence research. It supports accelerated learning, meaning that it can learn at a magnitude of 50 000 times faster compared to existing RTS games. Deep RTS has a flexible configuration, enabling research in several different RTS scenarios, including partially observable state-spaces and map complexity. We show that Deep RTS lives up to our promises by comparing its performance with microRTS, ELF, and StarCraft II on high-end consumer hardware. Using Deep RTS, we show that a Deep Q-Network agent beats random-play agents over 70% of the time. Deep RTS is publicly available at https://github.com/cair/DeepRTS.

cs.AI↗

Combining a Context Aware Neural Network with a Denoising Autoencoder for Measuring String Similarities

Measuring similarities between strings is central for many established and fast growing research areas including information retrieval, biology, and natural language processing. The traditional approach for string similarity measurements is to define a metric over a word space that quantifies and sums up the differences between characters in two strings. The state-of-the-art in the area has, surprisingly, not evolved much during the last few decades. The majority of the metrics are based on a simple comparison between character and character distributions without consideration for the context of the words. This paper proposes a string metric that encompasses similarities between strings based on (1) the character similarities between the words including. Non-Standard and standard spellings of the same words, and (2) the context of the words. Our proposal is a neural network composed of a denoising autoencoder and what we call a context encoder specifically designed to find similarities between the words based on their context. The experimental results show that the resulting metrics succeeds in 85.4\% of the cases in finding the correct version of a non-standard spelling among the closest words, compared to 63.2\% with the established Normalised-Levenshtein distance. Besides, we show that words used in similar context are with our approach calculated to be similar than words with different contexts, which is a desirable property missing in established string metrics.

cs.IR↗

FlashRL: A Reinforcement Learning Platform for Flash Games

Reinforcement Learning (RL) is a research area that has blossomed tremendously in recent years and has shown remarkable potential in among others successfully playing computer games. However, there only exists a few game platforms that provide diversity in tasks and state-space needed to advance RL algorithms. The existing platforms offer RL access to Atari- and a few web-based games, but no platform fully expose access to Flash games. This is unfortunate because applying RL to Flash games have potential to push the research of RL algorithms. This paper introduces the Flash Reinforcement Learning platform (FlashRL) which attempts to fill this gap by providing an environment for thousands of Flash games on a novel platform for Flash automation. It opens up easy experimentation with RL algorithms for Flash games, which has previously been challenging. The platform shows excellent performance with as little as 5% CPU utilization on consumer hardware. It shows promising results for novel reinforcement learning algorithms.

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Towards a Deep Reinforcement Learning Approach for Tower Line Wars

There have been numerous breakthroughs with reinforcement learning in the recent years, perhaps most notably on Deep Reinforcement Learning successfully playing and winning relatively advanced computer games. There is undoubtedly an anticipation that Deep Reinforcement Learning will play a major role when the first AI masters the complicated game plays needed to beat a professional Real-Time Strategy game player. For this to be possible, there needs to be a game environment that targets and fosters AI research, and specifically Deep Reinforcement Learning. Some game environments already exist, however, these are either overly simplistic such as Atari 2600 or complex such as Starcraft II from Blizzard Entertainment. We propose a game environment in between Atari 2600 and Starcraft II, particularly targeting Deep Reinforcement Learning algorithm research. The environment is a variant of Tower Line Wars from Warcraft III, Blizzard Entertainment. Further, as a proof of concept that the environment can harbor Deep Reinforcement algorithms, we propose and apply a Deep Q-Reinforcement architecture. The architecture simplifies the state space so that it is applicable to Q-learning, and in turn improves performance compared to current state-of-the-art methods. Our experiments show that the proposed architecture can learn to play the environment well, and score 33% better than standard Deep Q-learning which in turn proves the usefulness of the game environment.

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Adaptive Task Assignment in Online Learning Environments

With the increasing popularity of online learning, intelligent tutoring systems are regaining increased attention. In this paper, we introduce adaptive algorithms for personalized assignment of learning tasks to student so that to improve his performance in online learning environments. As main contribution of this paper, we propose a a novel Skill-Based Task Selector (SBTS) algorithm which is able to approximate a student's skill level based on his performance and consequently suggest adequate assignments. The SBTS is inspired by the class of multi-armed bandit algorithms. However, in contrast to standard multi-armed bandit approaches, the SBTS aims at acquiring two criteria related to student learning, namely: which topics should the student work on, and what level of difficulty should the task be. The SBTS centers on innovative reward and punishment schemes in a task and skill matrix based on the student behaviour. To verify the algorithm, the complex student behaviour is modelled using a neighbour node selection approach based on empirical estimations of a students learning curve. The algorithm is evaluated with a practical scenario from a basic java programming course. The SBTS is able to quickly and accurately adapt to the composite student competency --- even with a multitude of student models.

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