EEG Classification with a Sequential Decision-Making Method in Motor Imagery BCI

2017 ◽  
Vol 27 (08) ◽  
pp. 1750046 ◽  
Author(s):  
Rong Liu ◽  
Yongxuan Wang ◽  
Geoffrey I. Newman ◽  
Nitish V. Thakor ◽  
Sarah Ying

To develop subject-specific classifier to recognize mental states fast and reliably is an important issue in brain–computer interfaces (BCI), particularly in practical real-time applications such as wheelchair or neuroprosthetic control. In this paper, a sequential decision-making strategy is explored in conjunction with an optimal wavelet analysis for EEG classification. The subject-specific wavelet parameters based on a grid-search method were first developed to determine evidence accumulative curve for the sequential classifier. Then we proposed a new method to set the two constrained thresholds in the sequential probability ratio test (SPRT) based on the cumulative curve and a desired expected stopping time. As a result, it balanced the decision time of each class, and we term it balanced threshold SPRT (BTSPRT). The properties of the method were illustrated on 14 subjects’ recordings from offline and online tests. Results showed the average maximum accuracy of the proposed method to be 83.4% and the average decision time of 2.77[Formula: see text]s, when compared with 79.2% accuracy and a decision time of 3.01[Formula: see text]s for the sequential Bayesian (SB) method. The BTSPRT method not only improves the classification accuracy and decision speed comparing with the other nonsequential or SB methods, but also provides an explicit relationship between stopping time, thresholds and error, which is important for balancing the speed-accuracy tradeoff. These results suggest that BTSPRT would be useful in explicitly adjusting the tradeoff between rapid decision-making and error-free device control.

Author(s):  
Herbert C. Puscheck ◽  
James H. Greene

A two-sided wargame simulation and four decision making models to play one side of the game were developed. The game and models were used to study the decision making process exhibited by 64 students at the U.S. Military Academy. It was concluded that these students utilized a simple strategy; decisions were unaffected, within the range indicated by opponent decision delays; students displayed a learning effect during the game; there existed a positive correlation between mean decision time and score; academically lower ranking students received higher scores than higher ranking players; and players received higher scores when opposing certain more sophisticated opponents than when opposing selected simpler models. The results are discussed. The wargame and associated decision making models were run on a GE-225 computer from remote Teletype terminals. The investigation suggests a number of additional applications for the wargame and decision making models.


Author(s):  
Ming-Sheng Ying ◽  
Yuan Feng ◽  
Sheng-Gang Ying

AbstractMarkov decision process (MDP) offers a general framework for modelling sequential decision making where outcomes are random. In particular, it serves as a mathematical framework for reinforcement learning. This paper introduces an extension of MDP, namely quantum MDP (qMDP), that can serve as a mathematical model of decision making about quantum systems. We develop dynamic programming algorithms for policy evaluation and finding optimal policies for qMDPs in the case of finite-horizon. The results obtained in this paper provide some useful mathematical tools for reinforcement learning techniques applied to the quantum world.


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