scholarly journals Using a Semantic Simulation Framework for Teaching Machine Learning Agents

2018 ◽  
Vol 137 ◽  
pp. 78-89 ◽  
Author(s):  
Nicole Merkle ◽  
Stefan Zander
2020 ◽  
Vol 34 (09) ◽  
pp. 13397-13403
Author(s):  
Narges Norouzi ◽  
Snigdha Chaturvedi ◽  
Matthew Rutledge

This paper describes an experience in teaching Machine Learning (ML) and Natural Language Processing (NLP) to a group of high school students over an intense one-month period. In this work, we provide an outline of an AI course curriculum we designed for high school students and then evaluate its effectiveness by analyzing student's feedback and student outcomes. After closely observing students, evaluating their responses to our surveys, and analyzing their contribution to the course project, we identified some possible impediments in teaching AI to high school students and propose some measures to avoid them. These measures include employing a combination of objectivist and constructivist pedagogies, reviewing/introducing basic programming concepts at the beginning of the course, and addressing gender discrepancies throughout the course.


Author(s):  
Du Zhang ◽  
Meiliu Lu

One of the long-term research goals in machine learning is how to build never-ending learners. The state-of-the-practice in the field of machine learning thus far is still dominated by the one-time learner paradigm: some learning algorithm is utilized on data sets to produce certain model or target function, and then the learner is put away and the model or function is put to work. Such a learn-once-apply-next (or LOAN) approach may not be adequate in dealing with many real world problems and is in sharp contrast with the human’s lifelong learning process. On the other hand, learning can often be brought on through overcoming some inconsistent circumstances. This paper proposes a framework for perpetual learning agents that are capable of continuously refining or augmenting their knowledge through overcoming inconsistencies encountered during their problem-solving episodes. The never-ending nature of a perpetual learning agent is embodied in the framework as the agent’s continuous inconsistency-induced belief revision process. The framework hinges on the agents recognizing inconsistency in data, information, knowledge, or meta-knowledge, identifying the cause of inconsistency, revising or augmenting beliefs to explain, resolve, or accommodate inconsistency. The authors believe that inconsistency can serve as one of the important learning stimuli toward building perpetual learning agents that incrementally improve their performance over time.


2021 ◽  
pp. 1-1
Author(s):  
Cheng Zhuo ◽  
Di Gao ◽  
Yuan Cao ◽  
Tianhao Shen ◽  
Li Zhang ◽  
...  

Author(s):  
Daisuke Kitakoshi ◽  
◽  
Hiroyuki Shioya ◽  
Masahito Kurihara ◽  

Reinforcement learning (RL) is a kind of machine learning. It aims to optimize agents’ policies by adapting the agents to an environment according to rewards. In this paper, we propose a method for improving policies by using stochastic knowledge, in which reinforcement learning agents obtain. We use a Bayesian Network (BN), which is a stochastic model, as knowledge of an agent. Its structure is decided by minimum description length criterion using series of an agent’s input-output and rewards as sample data. A BN constructed in our study represents stochastic dependences between input-output and rewards. In our proposed method, policies are improved by supervised learning using the structure of BN (i.e. stochastic knowledge). The proposed improvement mechanism makes RL agents acquire more effective policies. We carry out simulations in the pursuit problem in order to show the effectiveness of our proposed method.


2018 ◽  
Vol 7 (2.8) ◽  
pp. 453
Author(s):  
Rajjeshwar Ganguly ◽  
Dubba Rithvik Reddy ◽  
Revathi Venkataraman ◽  
Sharanya S

Artificial Intelligence (AI) is applied in almost every field existing in today's world and video games prove to be an excellent ground due to its responsive and intelligent behaviour. The games can be put to use model human- level AI, machine learning and scripting behaviour. This work deals with AI used in games to create more complicated and human like behaviour in the non player characters. Unlike most commercial games, games involving AI don’t use the AI in the background rather it is used in the foreground to enhance player experience. An analysis of use of the AI in a number of existing games is made to identify patterns for AI in games which include decision trees, scripted behaviour and learning agents.


2019 ◽  
Vol 19 (4) ◽  
pp. 1-16 ◽  
Author(s):  
Elisabeth Sulmont ◽  
Elizabeth Patitsas ◽  
Jeremy R. Cooperstock

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