Correction to Proof That Recurrent Neural Networks Can Robustly Recognize Only Regular Languages

1998 ◽  
Vol 10 (5) ◽  
pp. 1067-1069 ◽  
Author(s):  
Mike Casey

Our earlier article, “The Dynamics of Discrete-Time Computation, with Application to Recurrent Neural Networks and Finite State Machine Extraction” (Casey, 1996), contains a corollary that shows that finite dimensional recurrent neural networks with noise in their state variables that perform algorithmic computations can perform only finite state machine computations. The proof of the corollary is technically incorrect. The problem resulted from the fact that the proof of the theorem on which the corollary is based was more general than the statement of the theorem, and it was the contents of the proof rather than the statement that were used to prove the corollary. In this note, we state the theorem in the necessary generality and then give the corrected proof of the corollary.

1996 ◽  
Vol 8 (6) ◽  
pp. 1135-1178 ◽  
Author(s):  
Mike Casey

Recurrent neural networks (RNNs) can learn to perform finite state computations. It is shown that an RNN performing a finite state computation must organize its state space to mimic the states in the minimal deterministic finite state machine that can perform that computation, and a precise description of the attractor structure of such systems is given. This knowledge effectively predicts activation space dynamics, which allows one to understand RNN computation dynamics in spite of complexity in activation dynamics. This theory provides a theoretical framework for understanding finite state machine (FSM) extraction techniques and can be used to improve training methods for RNNs performing FSM computations. This provides an example of a successful approach to understanding a general class of complex systems that has not been explicitly designed, e.g., systems that have evolved or learned their internal structure.


Technologies ◽  
2018 ◽  
Vol 6 (4) ◽  
pp. 110 ◽  
Author(s):  
Gadelhag Mohmed ◽  
Ahmad Lotfi ◽  
Amir Pourabdollah

Human activity recognition and modelling comprise an area of research interest that has been tackled by many researchers. The application of different machine learning techniques including regression analysis, deep learning neural networks, and fuzzy rule-based models has already been investigated. In this paper, a novel method based on Fuzzy Finite State Machine (FFSM) integrated with the learning capabilities of Neural Networks (NNs) is proposed to represent human activities in an intelligent environment. The proposed approach, called Neuro-Fuzzy Finite State Machine (N-FFSM), is able to learn the parameters of a rule-based fuzzy system, which processes the numerical input/output data gathered from the sensors and/or human experts’ knowledge. Generating fuzzy rules that represent the transition between states leads to assigning a degree of transition from one state to another. Experimental results are presented to demonstrate the effectiveness of the proposed method. The model is tested and evaluated using a dataset collected from a real home environment. The results show the effectiveness of using this method for modelling the activities of daily living based on ambient sensory datasets. The performance of the proposed method is compared with the standard NNs and FFSM techniques.


Author(s):  
Wilsin Gosti ◽  
Tiziano Villa ◽  
Alex Saldanha ◽  
Alberto Sangiovanni-Vincentelli

FSM Encoding for BDD RepresentationsWe address the problem of encoding the state variables of a finite state machine such that the BDD representing the next state function and the output function has the minimum number of nodes. We present an exact algorithm to solve this problem when only the present state variables are encoded. We provide results on MCNC benchmark circuits.


2017 ◽  
Vol 15 (2) ◽  
pp. 60 ◽  
Author(s):  
Matti Harjula ◽  
Jarmo Malinen ◽  
Antti Rasila

The question model of STACK provides an easy way for building automatically assessable questions with mathematical content, but it requires that the questions and their assessment logic depend only on the current input, given by the student at a single instant. However, the present STACK question model already has just the right form to be extended with state variables that would remove this limitation. In this article, we report our recent work on the state-variable extension for STACK, and we also discuss combining the use of state variables with our previous work on conditional output processing. As an outcome, we propose an expansion to the STACK question model, allowing the questions to act as state machines instead of pure functions of a single input event from the studentWe present a model question using the state variable extension of STACK that demonstrates some of the new possibilities that open up for the question author. This question is based on a finite state machine in its assessment logic, and it demonstrates aspects of strategic planning to solve problems of recursive nature. The model question also demonstrates how the state machine can interpret the solution path taken by the student, so as to dynamically modify the question behaviour and progress by, e.g., asking additional questions relevant to the path. We further explore the future possibilities from the point of view of learning strategic competencies in mathematics (Kilpatrick et al., 2001; Rasila et al., 2015).


2006 ◽  
Vol 18 (9) ◽  
pp. 2211-2255 ◽  
Author(s):  
Henrik Jacobsson

This letter presents an algorithm, CrySSMEx, for extracting minimal finite state machine descriptions of dynamic systems such as recurrent neural networks. Unlike previous algorithms, CrySSMEx is parameter free and deterministic, and it efficiently generates a series of increasingly refined models. A novel finite stochastic model of dynamic systems and a novel vector quantization function have been developed to take into account the state-space dynamics of the system. The experiments show that (1) extraction from systems that can be described as regular grammars is trivial, (2) extraction from high-dimensional systems is feasible, and (3) extraction of approximative models from chaotic systems is possible. The results are promising, and an analysis of shortcomings suggests some possible further improvements. Some largely overlooked connections, of the field of rule extraction from recurrent neural networks, to other fields are also identified.


Author(s):  
N. V. Brovka ◽  
P. P. Dyachuk ◽  
M. V. Noskov ◽  
I. P. Peregudova

The problem and the goal.The urgency of the problem of mathematical description of dynamic adaptive testing is due to the need to diagnose the cognitive abilities of students for independent learning activities. The goal of the article is to develop a Markov mathematical model of the interaction of an active agent (AA) with the Liquidator state machine, canceling incorrect actions, which will allow mathematically describe dynamic adaptive testing with an estimated feedback.The research methodologyconsists of an analysis of the results of research by domestic and foreign scientists on dynamic adaptive testing in education, namely: an activity approach that implements AA developmental problem-solving training; organizational and technological approach to managing the actions of AA in terms of evaluative feedback; Markow’s theory of cement and reinforcement learning.Results.On the basis of the theory of Markov processes, a Markov mathematical model of the interaction of an active agent with a finite state machine, canceling incorrect actions, was developed. This allows you to develop a model for diagnosing the procedural characteristics of students ‘learning activities, including: building axiograms of total reward for students’ actions; probability distribution of states of the solution of the problem of identifying elements of the structure of a complex object calculate the number of AA actions required to achieve the target state depending on the number of elements that need to be identified; construct a scatter plot of active agents by target states in space (R, k), where R is the total reward AA, k is the number of actions performed.Conclusion.Markov’s mathematical model of the interaction of an active agent with a finite state machine, canceling wrong actions allows you to design dynamic adaptive tests and diagnostics of changes in the procedural characteristics of educational activities. The results and conclusions allow to formulate the principles of dynamic adaptive testing based on the estimated feedback.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


2013 ◽  
Vol 18 (2-3) ◽  
pp. 49-60 ◽  
Author(s):  
Damian Dudzńiski ◽  
Tomasz Kryjak ◽  
Zbigniew Mikrut

Abstract In this paper a human action recognition algorithm, which uses background generation with shadow elimination, silhouette description based on simple geometrical features and a finite state machine for recognizing particular actions is described. The performed tests indicate that this approach obtains a 81 % correct recognition rate allowing real-time image processing of a 360 X 288 video stream.


2013 ◽  
Vol 33 (1) ◽  
pp. 149-152
Author(s):  
Jianjun LI ◽  
Yixiang JIANG ◽  
Jie QIAN ◽  
Wei LI ◽  
Yu LI

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