Above are papers related to the following paper: [Paper_ID] Paper #299197. 	[Title] TD Learning of Game Evaluation Functions with Hierarchical Neural Architectures [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1135108. 	[Title] A Gentle Tutorial of the EM Algorithm and its Application to Parameter Estimation for Gaussian [Abstract] We describe the maximum-likelihood parameter estimation problem and how the Expectation-Maximization (EM) algorithm can be used for its solution. We first describe the abstract form of the EM algorithm as it is often given in the literature. We then develop the EM parameter estimation procedure for two applications: 1) finding the parameters of a mixture of Gaussian densities, and 2) finding the parameters of a hidden Markov model (HMM) (i.e., the Baum-Welch algorithm) for both discrete and Gaussian mixture observation models. We derive the update equations in fairly explicit detail but we do not prove any convergence properties. We try to emphasize intuition rather than mathematical rigor. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #64519. 	[Title] Utilization Filtering a method for reducing the inherent harmfulness of deductively learned knowledge field of [Abstract] This paper highlights a phenomenon that causes deductively learned knowledge to be harmful when used for problem solving. The problem occurs when deductive problem solvers encounter a failure branch of the search tree. The backtracking mechanism of such problem solvers will force the program to traverse the whole subtree thus visiting many nodes twice - once by using the deductively learned rule and once by using the rules that generated the learned rule in the first place. We suggest an approach called utilization filtering to solve that problem. Learners that use this approach submit to the problem solver a filter function together with the knowledge that was acquired. The function decides for each problem whether to use the learned knowledge and what part of it to use. We have tested the idea in the context of a lemma learning system, where the filter uses the probability of a subgoal failing to decide whether to turn lemma usage off. Experiments show an improvement of performance by a factor of 3. This paper is concerned with a particular type of harmful redundancy that occurs in deductive problem solvers that employ backtracking in their search procedure, and use deductively learned knowledge to accelerate the search. The problem is that in failure branches of the search tree, the backtracking mechanism of the problem solver forces exploration of the whole subtree. Thus, the search procedure will visit many states twice - once by using the deductively learned rule, and once by using the search path that produced the rule in the first place. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #6151. 	[Title] Strategy Learning with Multilayer Connectionist Representations 1 [Abstract] Results are presented that demonstrate the learning and fine-tuning of search strategies using connectionist mechanisms. Previous studies of strategy learning within the symbolic, production-rule formalism have not addressed fine-tuning behavior. Here a two-layer connectionist system is presented that develops its search from a weak to a task-specific strategy and fine-tunes its performance. The system is applied to a simulated, real-time, balance-control task. We compare the performance of one-layer and two-layer networks, showing that the ability of the two-layer network to discover new features and thus enhance the original representation is critical to solving the balancing task. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1111052. 	[Title] Robust Value Function Approximation by Working Backwards Computing an accurate value function is the key [Abstract] In this paper, we examine the intuition that TD() is meant to operate by approximating asynchronous value iteration. We note that on the important class of discrete acyclic stochastic tasks, value iteration is inefficient compared with the DAG-SP algorithm, which essentially performs only one sweep instead of many by working backwards from the goal. The question we address in this paper is whether there is an analogous algorithm that can be used in large stochastic state spaces requiring function approximation. We present such an algorithm, analyze it, and give comparative results to TD on several domains. the state). Using VI to solve MDPs belonging to either of these special classes can be quite inefficient, since VI performs backups over the entire space, whereas the only backups useful for improving V fl are those on the "frontier" between already-correct and not-yet-correct V fl values. In fact, there are classical algorithms for both problem classes which compute V fl more efficiently by explicitly working backwards: for the deterministic class, Dijkstra's shortest-path algorithm; and for the acyclic class, Directed-Acyclic-Graph-Shortest-Paths (DAG-SP) [6]. 1 DAG-SP first topologically sorts the MDP, producing a linear ordering of the states in which every state x precedes all states reachable from x. Then, it runs through that list in reverse, performing one backup per state. Worst-case bounds for VI, Dijkstra, and DAG-SP in deterministic domains with X states and A actions/state are 1 Although [6] presents DAG-SP only for deterministic acyclic problems, it applies straightforwardly to the Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1113614. 	[Title] NeuroDraughts: the role of representation, search, training regime and architecture in a TD draughts player [Abstract] NeuroDraughts is a draughts playing program similar in approach to NeuroGammon and NeuroChess [Tesauro, 1992, Thrun, 1995]. It uses an artificial neural network trained by the method of temporal difference learning to learn by self-play how to play the game of draughts. This paper discusses the relative contribution of board representation, search depth, training regime, architecture and run time parameters to the strength of the TDplayer produced by the system. Keywords: Temporal Difference Learning, Input representation, Search, Draughts. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1106966. 	[Title] Value Function Approximations and Job-Shop Scheduling [Abstract] We report a successful application of TD() with value function approximation to the task of job-shop scheduling. Our scheduling problems are based on the problem of scheduling payload processing steps for the NASA space shuttle program. The value function is approximated by a 2-layer feedforward network of sigmoid units. A one-step lookahead greedy algorithm using the learned evaluation function outperforms the best existing algorithm for this task, which is an iterative repair method incorporating simulated annealing. To understand the reasons for this performance improvement, this paper introduces several measurements of the learning process and discusses several hypotheses suggested by these measurements. We conclude that the use of value function approximation is not a source of difficulty for our method, and in fact, it may explain the success of the method independent of the use of value iteration. Additional experiments are required to discriminate among our hypotheses. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #35. 	[Title] 4 Implementing Application Specific Routines  Genetic algorithms in search, optimization, and machine learning. Reading, MA: Addison-Wesley. [Abstract] To implement a specific application, you should only have to change the file app.c. Section 2 describes the routines in app.c in detail. If you use additional variables for your specific problem, the easiest method of making them available to other program units is to declare them in sga.h and external.h. However, take care that you do not redeclare existing variables. Two example applications files are included in the SGA-C distribution. The file app1.c performs the simple example problem included with the Pascal version; finding the maximum of x 10 , where x is an integer interpretation of a chromosome. A slightly more complex application is include in app2.c. This application illustrates two features that have been added to SGA-C. The first of these is the ithruj2int function, which converts bits i through j in a chromosome to an integer. The second new feature is the utility pointer that is associated with each population member. The example application interprets each chromosome as a set of concatenated integers in binary form. The lengths of these integer fields is determined by the user-specified value of field size, which is read in by the function app data(). The field size must be less than the smallest of the chromosome length and the length of an unsigned integer. An integer array for storing the interpreted form of each chromosome is dynamically allocated and assigned to the chromosome's utility pointer in app malloc(). The ithruj2int routine (see utility.c) is used to translate each chromosome into its associated vector. The fitness for each chromosome is simply the sum of the squares of these integers. This example application will function for any chromosome length. SGA-C is intended to be a simple program for first-time GA experimentation. It is not intended to be definitive in terms of its efficiency or the grace of its implementation. The authors are interested in the comments, criticisms, and bug reports from SGA-C users, so that the code can be refined for easier use in subsequent versions. Please email your comments to rob@galab2.mh.ua.edu, or write to TCGA: The authors gratefully acknowledge support provided by NASA under Grant NGT-50224 and support provided by the National Science Foundation under Grant CTS-8451610. We also thank Hillol Kargupta for donating his tournament selection implementation. Booker, L. B. (1982). Intelligent behavior as an adaptation to the task environment (Doctoral dissertation, Technical Report No. 243. Ann Arbor: University of Michigan, Logic of Computers Group). Dissertations Abstracts International, 43(2), 469B. (University Microfilms No. 8214966) Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #10796. 	[Title] An Improved Algorithm for Incremental Induction of Decision Trees [Abstract] Technical Report 94-07 February 7, 1994 (updated April 25, 1994) This paper will appear in Proceedings of the Eleventh International Conference on Machine Learning. Abstract This paper presents an algorithm for incremental induction of decision trees that is able to handle both numeric and symbolic variables. In order to handle numeric variables, a new tree revision operator called `slewing' is introduced. Finally, a non-incremental method is given for finding a decision tree based on a direct metric of a candidate tree. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1117760. 	[Title] KnightCap: A chess program that learns by combining TD() with minimax search [Abstract] In this paper we present TDLeaf(), a variation on the TD() algorithm that enables it to be used in conjunction with minimax search. We present some experiments in which our chess program, KnightCap, used TDLeaf() to learn its evaluation function while playing on the Free Ineternet Chess Server (FICS, fics.onenet.net). It improved from a 1650 rating to a 2100 rating in just 308 games and 3 days of play. We discuss some of the reasons for this success and also the relationship between our results and Tesauro's results in backgammon. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1104449. 	[Title] Using Neural Networks for Descriptive Statistical Analysis of Educational Data [Abstract] In this paper we discuss the methodological issues of using a class of neural networks called Mixture Density Networks (MDN) for discriminant analysis. MDN models have the advantage of having a rigorous probabilistic interpretation, and they have proven to be a viable alternative as a classification procedure in discrete domains. We will address both the classification and interpretive aspects of discriminant analysis, and compare the approach to the traditional method of linear discrimin- ants as implemented in standard statistical packages. We show that the MDN approach adopted performs well in both aspects. Many of the observations made are not restricted to the particular case at hand, and are applicable to most applications of discriminant analysis in educational research. fl URL: http://www.cs.Helsinki.FI/research/cosco/ Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #428610. 	[Title] Non-linear Models for Time Series Using Mixtures of Experts [Abstract] We consider a novel non-linear model for time series analysis. The study of this model emphasizes both theoretical aspects as well as practical applicability. The architecture of the model is demonstrated to be sufficiently rich, in the sense of approximating unknown functional forms, yet it retains some of the simple and intuitive characteristics of linear models. A comparison to some more established non-linear models will be emphasized, and theoretical issues are backed by prediction results for benchmark time series, as well as computer generated data sets. Efficient estimation algorithms are seen to be applicable, made possible by the mixture based structure of the model. Large sample properties of the estimators are discussed as well, in both well specified as well as misspecified settings. We also demonstrate how inference pertaining to the data structure may be made from the parameterization of the model, resulting in a better, more intuitive, understanding of the structure and performance of the model. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #17476. 	[Title] Markov games as a framework for multi-agent reinforcement learning [Abstract] In the Markov decision process (MDP) formalization of reinforcement learning, a single adaptive agent interacts with an environment defined by a probabilistic transition function. In this solipsistic view, secondary agents can only be part of the environment and are therefore fixed in their behavior. The framework of Markov games allows us to widen this view to include multiple adaptive agents with interacting or competing goals. This paper considers a step in this direction in which exactly two agents with diametrically opposed goals share an environment. It describes a Q-learning-like algorithm for finding optimal policies and demonstrates its application to a simple two-player game in which the optimal policy is probabilistic. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #6213. 	[Title] Machine Learning Learning to Predict by the Methods of Temporal Differences Keywords: Incremental learning, prediction, [Abstract] This article introduces a class of incremental learning procedures specialized for prediction|that is, for using past experience with an incompletely known system to predict its future behavior. Whereas conventional prediction-learning methods assign credit by means of the difference between predicted and actual outcomes, the new methods assign credit by means of the difference between temporally successive predictions. Although such temporal-difference methods have been used in Samuel's checker player, Holland's bucket brigade, and the author's Adaptive Heuristic Critic, they have remained poorly understood. Here we prove their convergence and optimality for special cases and relate them to supervised-learning methods. For most real-world prediction problems, temporal-difference methods require less memory and less peak computation than conventional methods; and they produce more accurate predictions. We argue that most problems to which supervised learning is currently applied are really prediction problems of the sort to which temporal-difference methods can be applied to advantage. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1130567. 	[Title] NEUROCONTROL BY REINFORCEMENT LEARNING [Abstract] Reinforcement learning (RL) is a model-free tuning and adaptation method for control of dynamic systems. Contrary to supervised learning, based usually on gradient descent techniques, RL does not require any model or sensitivity function of the process. Hence, RL can be applied to systems that are poorly understood, uncertain, nonlinear or for other reasons untractable with conventional methods. In reinforcement learning, the overall controller performance is evaluated by a scalar measure, called reinforcement. Depending on the type of the control task, reinforcement may represent an evaluation of the most recent control action or, more often, of an entire sequence of past control moves. In the latter case, the RL system learns how to predict the outcome of each individual control action. This prediction is then used to adjust the parameters of the controller. The mathematical background of RL is closely related to optimal control and dynamic programming. This paper gives a comprehensive overview of the RL methods and presents an application to the attitude control of a satellite. Some well known applications from the literature are reviewed as well. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #6215. 	[Title] Planning by Incremental Dynamic Programming [Abstract] This paper presents the basic results and ideas of dynamic programming as they relate most directly to the concerns of planning in AI. These form the theoretical basis for the incremental planning methods used in the integrated architecture Dyna. These incremental planning methods are based on continually updating an evaluation function and the situation-action mapping of a reactive system. Actions are generated by the reactive system and thus involve minimal delay, while the incremental planning process guarantees that the actions and evaluation function will eventually be optimal|no matter how extensive a search is required. These methods are well suited to stochastic tasks and to tasks in which a complete and accurate model is not available. For tasks too large to implement the situation-action mapping as a table, supervised-learning methods must be used, and their capabilities remain a significant limitation of the approach. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1113182. 	[Title] TDLeaf(): Combining Temporal Difference learning with game-tree search. [Abstract] In this paper we present TDLeaf(), a variation on the TD() algorithm that enables it to be used in conjunction with minimax search. We present some experiments in both chess and backgammon which demonstrate its utility and provide comparisons with TD() and another less radical variant, TD-directed(). In particular, our chess program, KnightCap, used TDLeaf() to learn its evaluation function while playing on the Free Internet Chess Server (FICS, fics.onenet.net). It improved from a 1650 rating to a 2100 rating in just 308 games. We discuss some of the reasons for this success and the relationship between our results and Tesauro's results in backgammon. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #19045. 	[Title] AUTOMATED TOPOLOGY AND SIZING OF ANALOG CIRCUITS AUTOMATED DESIGN OF BOTH THE TOPOLOGY AND SIZING [Abstract] This paper describes an automated process for designing analog electrical circuits based on the principles of natural selection, sexual recombination, and developmental biology. The design process starts with the random creation of a large population of program trees composed of circuit-constructing functions. Each program tree specifies the steps by which a fully developed circuit is to be progressively developed from a common embryonic circuit appropriate for the type of circuit that the user wishes to design. Each fully developed circuit is translated into a netlist, simulated using a modified version of SPICE, and evaluated as to how well it satisfies the user's design requirements. The fitness measure is a user-written computer program that may incorporate any calculable characteristic or combination of characteristics of the circuit, including the circuit's behavior in the time domain, its behavior in the frequency domain, its power consumption, the number of components, cost of components, or surface area occupied by its components. The population of program trees is genetically bred over a series of many generations using genetic programming. Genetic programming is driven by a fitness measure and employs genetic operations such as Darwinian reproduction, sexual recombination (crossover), and occasional mutation to create offspring. This automated evolutionary process produces both the topology of the circuit and the numerical values for each component. This paper describes how genetic programming can evolve the circuit for a difficult-to-design low-pass filter. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #595056. 	[Title] Using Genetic Programming to Evolve Board Evaluation Functions [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #753265. 	[Title] Validation of Average Error Rate Over Classifiers [Abstract] We examine methods to estimate the average and variance of test error rates over a set of classifiers. We begin with the process of drawing a classifier at random for each example. Given validation data, the average test error rate can be estimated as if validating a single classifier. Given the test example inputs, the variance can be computed exactly. Next, we consider the process of drawing a classifier at random and using it on all examples. Once again, the expected test error rate can be validated as if validating a single classifier. However, the variance must be estimated by validating all classifers, which yields loose or uncertain bounds. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1106547. 	[Title] Learning to Race: Experiments with a Simulated Race Car [Abstract] We have implemented a reinforcement learning architecture as the reactive component of a two layer control system for a simulated race car. We have found that separating the layers has expedited gradually improving competition and mult-agent interaction. We ran experiments to test the tuning, decomposition and coordination of the low level behaviors. We then extended our control system to allow passing of other cars and tested its ability to avoid collisions. The best design used reinforcement learning with separate networks for each behavior, coarse coded input and a simple rule based coordination mechanism. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1122425. 	[Title] Reinforcement Learning with Imitation in Heterogeneous Multi-Agent Systems [Abstract] The application of decision making and learning algorithms to multi-agent systems presents many interestingresearch challenges and opportunities. Among these is the ability for agents to learn how to act by observing or imitating other agents. We describe an algorithm, the IQ-algorithm, that integrates imitation with Q-learning. Roughly, a Q-learner uses the observations it has made of an expert agent to bias its exploration in promising directions. This algorithm goes beyond previous work in this direction by relaxing the oft-made assumptions that the learner (observer) and the expert (observed agent) share the same objectives and abilities. Our preliminary experiments demonstrate significant transfer between agents using the IQ-model and in many cases reductions in training time. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #128. 	[Title] Reinforcement Learning Algorithms for Average-Payoff Markovian Decision Processes [Abstract] Reinforcement learning (RL) has become a central paradigm for solving learning-control problems in robotics and artificial intelligence. RL researchers have focussed almost exclusively on problems where the controller has to maximize the discounted sum of payoffs. However, as emphasized by Schwartz (1993), in many problems, e.g., those for which the optimal behavior is a limit cycle, it is more natural and com-putationally advantageous to formulate tasks so that the controller's objective is to maximize the average payoff received per time step. In this paper I derive new average-payoff RL algorithms as stochastic approximation methods for solving the system of equations associated with the policy evaluation and optimal control questions in average-payoff RL tasks. These algorithms are analogous to the popular TD and Q-learning algorithms already developed for the discounted-payoff case. One of the algorithms derived here is a significant variation of Schwartz's R-learning algorithm. Preliminary empirical results are presented to validate these new algorithms. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #114308. 	[Title] The Role of Forgetting in Learning [Abstract] This paper is a discussion of the relationship between learning and forgetting. An analysis of the economics of learning is carried out and it is argued that knowledge can sometimes have a negative value. A series of experiments involving a program which learns to traverse state spaces is described. It is shown that most of the knowledge acquired is of negative value even though it is correct and was acquired solving similar problems. It is shown that the value of the knowledge depends on what else is known and that random forgetting can sometimes lead to substantial improvements in performance. It is concluded that research into knowledge acquisition should take seriously the possibility that knowledge may sometimes be harmful. The view is taken that learning and forgetting are complementary processes which construct and maintain useful representations of experience. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1129096. 	[Title] AVERAGED REWARD REINFORCEMENT LEARNING APPLIED TO FUZZY RULE TUNING [Abstract] Fuzzy rules for control can be effectively tuned via reinforcement learning. Reinforcement learning is a weak learning method, which only requires information on the success or failure of the control application. The tuning process allows people to generate fuzzy rules which are unable to accurately perform control and have them tuned to be rules which provide smooth control. This paper explores a new simplified method of using reinforcement learning for the tuning of fuzzy control rules. It is shown that the learned fuzzy rules provide smoother control in the pole balancing domain than another approach. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1105033. 	[Title] Learning to take risks [Abstract] Agents that learn about other agents and can exploit this information possess a distinct advantage in competitive situations. Games provide stylized adversarial environments to study agent learning strategies. Researchers have developed game playing programs that learn to play better from experience. We have developed a learning program that does not learn to play better, but learns to identify and exploit the weaknesses of a particular opponent by repeatedly playing it over several games. We propose a scheme for learning opponent action probabilities and a utility maximization framework that exploits this learned opponent model. We show that the proposed expected utility maximization strategy generalizes the traditional maximin strategy, and allows players to benefit by taking calculated risks that are avoided by the max-imin strategy. Experiments in the popular board game of Connect-4 show that a learning player consistently outperforms a non-learning player when pitted against another automated player using a weaker heuristic. Though our proposed mechanism does not improve the skill level of a computer player, it does improve its ability to play more effectively against a weaker opponent. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #137873. 	[Title] Stacked Density Estimation [Abstract] Technical Report No. 97-36, Information and Computer Science Department, University of California, Irvine Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #12946. 	[Title] Learning from incomplete data [Abstract] Real-world learning tasks often involve high-dimensional data sets with complex patterns of missing features. In this paper we review the problem of learning from incomplete data from two statistical perspectives|the likelihood-based and the Bayesian. The goal is two-fold: to place current neural network approaches to missing data within a statistical framework, and to describe a set of algorithms, derived from the likelihood-based framework, that handle clustering, classification, and function approximation from incomplete data in a principled and efficient manner. These algorithms are based on mixture modeling and make two distinct appeals to the Expectation-Maximization (EM) principle (Dempster et al., 1977)|both for the estimation of mixture components and for coping with the missing data. This report describes research done at the Center for Biological and Computational Learning and the Artificial Intelligence Laboratory of the Massachusetts Institute of Technology. Support for the Center is provided in part by a grant from the National Science Foundation under contract ASC-9217041. Support for the laboratory's artificial intelligence research is provided in part by the Advanced Research Projects Agency of the Department of Defense. The authors were supported in part by a grant from ATR Auditory and Visual Perception Research Laboratories, by a grant from Siemens Corporation, by grant IRI-9013991 from the National Science Foundation, and by grant N00014-90-J-1942 from the Office of Naval Research. Zoubin Ghahramani was supported by a grant from the McDonnell-Pew Foundation. Michael I. Jordan is a NSF Presidential Young Investigator. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #119956. 	[Title] Function Approximation with Neural Networks and Local Methods: Bias, Variance and Smoothness [Abstract] We review the use of global and local methods for estimating a function mapping R m ) R n from samples of the function containing noise. The relationship between the methods is examined and an empirical comparison is performed using the multi-layer perceptron (MLP) global neural network model, the single nearest-neighbour model, a linear local approximation (LA) model, and the following commonly used datasets: the Mackey-Glass chaotic time series, the Sunspot time series, British English Vowel data, TIMIT speech phonemes, building energy prediction data, and the sonar dataset. We find that the simple local approximation models often outperform the MLP. No criterion such as classification/prediction, size of the training set, dimensionality of the training set, etc. can be used to distinguish whether the MLP or the local approximation method will be superior. However, we find that if we consider histograms of the k-NN density estimates for the training datasets then we can choose the best performing method a priori by selecting local approximation when the spread of the density histogram is large and choosing the MLP otherwise. This result correlates with the hypothesis that the global MLP model is less appropriate when the characteristics of the function to be approximated varies throughout the input space. We discuss the results, the smoothness assumption often made in function approximation, and the bias/variance dilemma. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #151708. 	[Title] Using the Stochastic Gradient Method to Fit Polychotomous Regression Models [Abstract] Technical Report No. 319 April 7, 1997 University of Washington Department of Statistics Seattle, Washington 98195-4322 Abstract Kooperberg, Bose, and Stone (1997) introduced polyclass, a methodology that uses adaptively selected linear splines and their tensor products to model conditional class probabilities. The authors attempted to develop a methodology that would work well on small and moderate size problems and would scale up to large problems. However, the version of polyclass that was developed for large problems was impractical in that it required two months of cpu time to apply it to a large data set. A modification to this methodology involving the use of the stochastic gradient (on-line) method in fitting polyclass models to given sets of basis functions is developed here that makes the methodology applicable to large data sets. In particular, it is successfully applied to a phoneme recognition problem involving 45 phonemes, 81 features, 150,000 cases in the training sample, 1000 basis functions, and 44,000 unknown parameters. Comparisons with neural networks are made both on the original problem and on a three-vowel subproblem. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #124064. 	[Title] An Upper Bound on the Loss from Approximate Optimal-Value Functions [Abstract] Many reinforcement learning (RL) approaches can be formulated from the theory of Markov decision processes and the associated method of dynamic programming (DP). The value of this theoretical understanding, however, is tempered by many practical concerns. One important question is whether DP-based approaches that use function approximation rather than lookup tables, can avoid catastrophic effects on performance. This note presents a result in Bertsekas (1987) which guarantees that small errors in the approximation of a task's optimal value function cannot produce arbitrarily bad performance when actions are selected greedily. We derive an upper bound on performance loss which is slightly tighter than that in Bertsekas (1987), and we show the extension of the bound to Q-learning (Watkins, 1989). These results provide a theoretical justification for a practice that is common in reinforcement learning. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #35490. 	[Title] A Model-Based Approach to Blame-Assignment in Design [Abstract] We analyze the blame-assignment task in the context of experience-based design and redesign of physical devices. We identify three types of blame-assignment tasks that differ in the types of information they take as input: the design does not achieve a desired behavior of the device, the design results in an undesirable behavior, a specific structural element in the design misbehaves. We then describe a model-based approach for solving the blame-assignment task. This approach uses structure-behavior-function models that capture a designer's comprehension of the way a device works in terms of causal explanations of how its structure results in its behaviors. We also address the issue of indexing the models in memory. We discuss how the three types of blame-assignment tasks require different types of indices for accessing the models. Finally we describe the KRITIK2 system that implements and evaluates this model-based approach to blame assignment. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #118436. 	[Title] Performance of On-Line Learning Methods in Predicting Multiprocessor Memory Access Patterns [Abstract] Technical Report UMIACS-TR-96-59 and CS-TR-3676 Institute for Advanced Computer Studies University of Maryland College Park, MD 20742 Abstract Shared memory multiprocessors require reconfigurable interconnection networks (INs) for scalability. These INs are reconfigured by an IN control unit. However, these INs are often plagued by undesirable reconfiguration time that is primarily due to control latency, the amount of time delay that the control unit takes to decide on a desired new IN configuration. To reduce control latency, a trainable prediction unit (PU) was devised and added to the IN controller. The PUs job is to anticipate and reduce control configuration time, the major component of the control latency. Three different on-line prediction techniques were tested to learn and predict repetitive memory access patterns for three typical parallel processing applications, the 2-D relaxation algorithm, matrix multiply and Fast Fourier Transform. The predictions were then used by a routing control algorithm to reduce control latency by configuring the IN to provide needed memory access paths before they were requested. Three prediction techniques were used and tested: 1). a Markov predictor, 2). a linear predictor and 3). a time delay neural network (TDNN) predictor. As expected, different predictors performed best on different applications, however, the TDNN produced the best overall results. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #328370. 	[Title] Expectation-Based Selective Attention for Visual Monitoring and Control of a Robot Vehicle [Abstract] Reliable vision-based control of an autonomous vehicle requires the ability to focus attention on the important features in an input scene. Previous work with an autonomous lane following system, ALVINN [Pomerleau, 1993], has yielded good results in uncluttered conditions. This paper presents an artificial neural network based learning approach for handling difficult scenes which will confuse the ALVINN system. This work presents a mechanism for achieving task-specific focus of attention by exploiting temporal coherence. A saliency map, which is based upon a computed expectation of the contents of the inputs in the next time step, indicates which regions of the input retina are important for performing the task. The saliency map can be used to accentuate the features which are important for the task, and de-emphasize those which are not. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1717. 	[Title] On Convergence Properties of the EM Algorithm for Gaussian Mixtures [Abstract] We build up the mathematical connection between the "Expectation-Maximization" (EM) algorithm and gradient-based approaches for maximum likelihood learning of finite Gaussian mixtures. We show that the EM step in parameter space is obtained from the gradient via a projection matrix P , and we provide an explicit expression for the matrix. We then analyze the convergence of EM in terms of special properties of P and provide new results analyzing the effect that P has on the likelihood surface. Based on these mathematical results, we present a comparative discussion of the advantages and disadvantages of EM and other algorithms for the learning of Gaussian mixture models. This report describes research done at the Center for Biological and Computational Learning and the Artificial Intelligence Laboratory of the Massachusetts Institute of Technology. Support for the Center is provided in part by a grant from the National Science Foundation under contract ASC-9217041. Support for the laboratory's artificial intelligence research is provided in part by the Advanced Research Projects Agency of the Department of Defense under Office of Naval Research contract N00000-00-A-0000. The authors were also supported by the HK RGC Earmarked Grant CUHK250/94E, by a grant from the McDonnell-Pew Foundation, by a grant from ATR Human Information Processing Research Laboratories, by a grant from Siemens Corporation, and by grant N00014-90-1-0777 from the Office of Naval Research. Michael I. Jordan is an NSF Presidential Young Investigator. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #299195. 	[Title] Learning to Play Games From Experience: An Application of Artificial Neural Networks and Temporal Difference Learning [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1116347. 	[Title] Fast Online Q() [Abstract] Q()-learning uses TD()-methods to accelerate Q-learning. The update complexity of previous online Q() implementations based on lookup-tables is bounded by the size of the state/action space. Our faster algorithm's update complexity is bounded by the number of actions. The method is based on the observation that Q-value updates may be postponed until they are needed. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1111230. 	[Title] Reinforcement Learning, Neural Networks and PI Control Applied to a Heating Coil [Abstract] An accurate simulation of a heating coil is used to compare the performance of a PI controller, a neural network trained to predict the steady-state output of the PI controller, a neural network trained to minimize the n-step ahead error between the coil output and the set point, and a reinforcement learning agent trained to minimize the sum of the squared error over time. Although the PI controller works very well for this task, the neural networks do result in improved performance. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #120013. 	[Title] From Isolation to Cooperation: An Alternative View of a System of Experts [Abstract] We introduce a constructive, incremental learning system for regression problems that models data by means of locally linear experts. In contrast to other approaches, the experts are trained independently and do not compete for data during learning. Only when a prediction for a query is required do the experts cooperate by blen ding their individual predictions. Each expert is trained by minimizing a penalized local cross validation error using second order methods. In this way, an expert is able to adjust the size and shape of the receptive field in which its predictions are valid, and also to adjust its bias on the importance of individual input dimensions. The size and shape adjustment corresponds to finding a local distance metric, while the bias adjustment accomplishes local dimensio n-ality reduction. We derive asymptotic results for our method. In a variety of simulations we demonstrate the properties of the algorithm with respect to interference, learning speed, prediction accuracy, feature detection, and task or i-ented incremental learning. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1123553. 	[Title] Modeling the Student with Reinforcement Learning [Abstract] We describe a methodology for enabling an intelligent teaching system to make high level strategy decisions on the basis of low level student modeling information. This framework is less costly to construct, and superior to hand coding teaching strategies as it is more responsive to the learner's needs. In order to accomplish this, reinforcement learning is used to learn to associate superior teaching actions with certain states of the student's knowledge. Reinforcement learning (RL) has been shown to be flexible in handling noisy data, and does not need expert domain knowledge. A drawback of RL is that it often needs a significant number of trials for learning. We propose an off-line learning methodology using sample data, simulated students, and small amounts of expert knowledge to bypass this problem. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #390889. 	[Title] A HIERARCHICAL COMMUNITY OF EXPERTS [Abstract] We describe a directed acyclic graphical model that contains a hierarchy of linear units and a mechanism for dynamically selecting an appropriate subset of these units to model each observation. The non-linear selection mechanism is a hierarchy of binary units each of which gates the output of one of the linear units. There are no connections from linear units to binary units, so the generative model can be viewed as a logistic belief net (Neal 1992) which selects a skeleton linear model from among the available linear units. We show that Gibbs sampling can be used to learn the parameters of the linear and binary units even when the sampling is so brief that the Markov chain is far from equilibrium. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #4329. 	[Title] Supervised learning from incomplete data via an EM approach [Abstract] Real-world learning tasks may involve high-dimensional data sets with arbitrary patterns of missing data. In this paper we present a framework based on maximum likelihood density estimation for learning from such data sets. We use mixture models for the density estimates and make two distinct appeals to the Expectation-Maximization (EM) principle (Dempster et al., 1977) in deriving a learning algorithm|EM is used both for the estimation of mixture components and for coping with missing data. The resulting algorithm is applicable to a wide range of supervised as well as unsupervised learning problems. Results from a classification benchmark|the iris data set|are presented. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #4330. 	[Title] Hierarchical Mixtures of Experts and the EM Algorithm [Abstract] We present a tree-structured architecture for supervised learning. The statistical model underlying the architecture is a hierarchical mixture model in which both the mixture coefficients and the mixture components are generalized linear models (GLIM's). Learning is treated as a maximum likelihood problem; in particular, we present an Expectation-Maximization (EM) algorithm for adjusting the parameters of the architecture. We also develop an on-line learning algorithm in which the parameters are updated incrementally. Comparative simulation results are presented in the robot dynamics domain. This report describes research done at the Dept. of Brain and Cognitive Sciences, the Center for Biological and Computational Learning, and the Artificial Intelligence Laboratory of the Massachusetts Institute of Technology. Support for CBCL is provided in part by a grant from the NSF (ASC-9217041). Support for the laboratory's artificial intelligence research is provided in part by the Advanced Research Projects Agency of the Dept. of Defense. The authors were supported by a grant from the McDonnell-Pew Foundation, by a grant from ATR Human Information Processing Research Laboratories, by a grant from Siemens Corporation, by by grant IRI-9013991 from the National Science Foundation, by grant N00014-90-J-1942 from the Office of Naval Research, and by NSF grant ECS-9216531 to support an Initiative in Intelligent Control at MIT. Michael I. Jordan is a NSF Presidential Young Investigator. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1114352. 	[Title] Cortical Mechanisms of Visual Recognition and Learning: A Hierarchical Kalman Filter Model [Abstract] We describe a biologically plausible model of dynamic recognition and learning in the visual cortex based on the statistical theory of Kalman filtering from optimal control theory. The model utilizes a hierarchical network whose successive levels implement Kalman filters operating over successively larger spatial and temporal scales. Each hierarchical level in the network predicts the current visual recognition state at a lower level and adapts its own recognition state using the residual error between the prediction and the actual lower-level state. Simultaneously, the network also learns an internal model of the spatiotemporal dynamics of the input stream by adapting the synaptic weights at each hierarchical level in order to minimize prediction errors. The Kalman filter model respects key neuroanatomical data such as the reciprocity of connections between visual cortical areas, and assigns specific computational roles to the inter-laminar connections known to exist between neurons in the visual cortex. Previous work elucidated the usefulness of this model in explaining neurophysiological phenomena such as endstopping and other related extra-classical receptive field effects. In this paper, in addition to providing a more detailed exposition of the model, we present a variety of experimental results demonstrating the ability of this model to perform robust spatiotemporal segmentation and recognition of objects and image sequences in the presence of varying amounts of occlusion, background clutter, and noise. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1117942. 	[Title] Multi-criteria reinforcement learning [Abstract] We consider multi-criteria sequential decision making problems, where the criteria are ordered according to their importance. Structural properties of these problems are touched and reinforcement learning algorithms, which learn asymptotically optimal decisions, are derived. Computer experiments confirm the theoretical results and provide further insight in the learning processes. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #6913. 	[Title] On Convergence of the EM Algorithm and the Gibbs Sampler  SUMMARY [Abstract] In this article we investigate the relationship between the two popular algorithms, the EM algorithm and the Gibbs sampler. We show that the approximate rate of convergence of the Gibbs sampler by Gaussian approximation is equal to that of the corresponding EM type algorithm. This helps in implementing either of the algorithms as improvement strategies for one algorithm can be directly transported to the other. In particular, by running the EM algorithm we know approximately how many iterations are needed for convergence of the Gibbs sampler. We also obtain a result that under conditions, the EM algorithm used for finding the maximum likelihood estimates can be slower to converge than the corresponding Gibbs sampler for Bayesian inference which uses proper prior distributions. We illustrate our results in a number of realistic examples all based on the generalized linear mixed models. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1111304. 	[Title] Using Temporal-Difference Reinforcement Learning to Improve Decision-Theoretic Utilities for Diagnosis [Abstract] Probability theory represents and manipulates uncertainties, but cannot tell us how to behave. For that we need utility theory which assigns values to the usefulness of different states, and decision theory which concerns optimal rational decisions. There are many methods for probability modeling, but few for learning utility and decision models. We use reinforcement learning to find the optimal sequence of questions in a diagnosis situation while maintaining a high accuracy. Automated diagnosis on a heart-disease domain is used to demonstrate that temporal-difference learning can improve diagnosis. On the Cleveland heart-disease database our results are better than those reported from all previous methods. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1136393. 	[Title] Data-driven Modeling and Synthesis of Acoustical Instruments [Abstract] We present a framework for the analysis and synthesis of acoustical instruments based on data-driven probabilistic inference modeling. Audio time series and boundary conditions of a played instrument are recorded and the non-linear mapping from the control data into the audio space is inferred using the general inference framework of Cluster-Weighted Modeling. The resulting model is used for real-time synthesis of audio sequences from new input data. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1136397. 	[Title] State Reconstruction for Determining Predictability in Driven Nonlinear Acoustical Systems [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #69392. 	[Title] Forecasting electricity demand using nonlinear mixture of experts [Abstract] In this paper we study a forecasting model based on mixture of experts for predicting the French electric daily consumption energy. We split the task into two parts. Using mixture of experts, a first model predicts the electricity demand from the exogenous variables (such as temperature and degree of cloud cover) and can be viewed as a nonlinear regression model of mixture of Gaussians. Using a single neural network, a second model predicts the evolution of the residual error of the first one, and can be viewed as an nonlinear autoregression model. We analyze the splitting of the input space generated by the mixture of experts model, and compare the performance to models presently used. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1120020. 	[Title] Learning from undiscounted delayed rewards [Abstract] The general framework of reinforcement learning has been proposed by several researchers for both the solution of optimization problems and the realization of adaptive control schemes. To allow for an efficient application of reinforcement learning in either of these areas, it is necessary to solve both the structural and the temporal credit assignment problem. In this paper, we concentrate on the latter which is usually tackled through the use of learning algorithms that employ discounted rewards. We argue that for realistic problems this kind of solution is not satisfactory, since it does not address the effect of noise originating from different experiences and does not allow for an easy explanation of the parameters involved in the learning process. As a possible solution, we propose to keep the delayed reward undiscounted, but to discount the actual adaptation rate. Empirical results show that dependent on the kind of discount used amore stable convergence and even an increase in performance can be obtained. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1129243. 	[Title] Learning in Multi-Robot Systems [Abstract] This paper 1 discusses why traditional reinforcement learning methods, and algorithms applied to those models, result in poor performance in dynamic, situated multi-agent domains characterized by multiple goals, noisy perception and action, and inconsistent reinforcement. We propose a methodology for designing the representation and the forcement functions that take advantage of implicit domain knowledge in order to accelerate learning in such domains, and demonstrate it experimentally in two different mobile robot domains. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #12576. 	[Title] Learning Sequential Decision Rules Using Simulation Models and Competition [Abstract] The problem of learning decision rules for sequential tasks is addressed, focusing on the problem of learning tactical decision rules from a simple flight simulator. The learning method relies on the notion of competition and employs genetic algorithms to search the space of decision policies. Several experiments are presented that address issues arising from differences between the simulation model on which learning occurs and the target environment on which the decision rules are ultimately tested. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #395553. 	[Title] Mixtures of Probabilistic Principal Component Analysers [Abstract] Principal component analysis (PCA) is one of the most popular techniques for processing, compressing and visualising data, although its effectiveness is limited by its global linearity. While nonlinear variants of PCA have been proposed, an alternative paradigm is to capture data complexity by a combination of local linear PCA projections. However, conventional PCA does not correspond to a probability density, and so there is no unique way to combine PCA models. Previous attempts to formulate mixture models for PCA have therefore to some extent been ad hoc. In this paper, PCA is formulated within a maximum-likelihood framework, based on a specific form of Gaussian latent variable model. This leads to a well-defined mixture model for probabilistic principal component analysers, whose parameters can be determined using an EM algorithm. We discuss the advantages of this model in the context of clustering, density modelling and local dimensionality reduction, and we demonstrate its application to image compression and handwritten digit recognition. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #28456. 	[Title] A Competitive Approach to Game Learning [Abstract] Machine learning of game strategies has often depended on competitive methods that continually develop new strategies capable of defeating previous ones. We use a very inclusive definition of game and consider a framework within which a competitive algorithm makes repeated use of a strategy learning component that can learn strategies which defeat a given set of opponents. We describe game learning in terms of sets H and X of first and second player strategies, and connect the model with more familiar models of concept learning. We show the importance of the ideas of teaching set [20] and specification number [19] k in this new context. The performance of several competitive algorithms is investigated, using both worst-case and randomized strategy learning algorithms. Our central result (Theorem 4) is a competitive algorithm that solves games in a total number of strategies polynomial in lg(jHj), lg(jX j), and k. Its use is demonstrated, including an application in concept learning with a new kind of counterexample oracle. We conclude with a complexity analysis of game learning, and list a number of new questions arising from this work. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #69418. 	[Title] Constructive Algorithms for Hierarchical Mixtures of Experts [Abstract] We present two additions to the hierarchical mixture of experts (HME) architecture. We view the HME as a tree structured classifier. Firstly, by applying a likelihood splitting criteria to each expert in the HME we "grow" the tree adaptively during training. Secondly, by considering only the most probable path through the tree we may "prune" branches away, either temporarily, or permanently if they become redundant. We demonstrate results for the growing and pruning algorithms which show significant speed ups and more efficient use of parameters over the conventional algorithms in discriminating between two interlocking spirals and classifying 8-bit parity patterns. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #170798. 	[Title] Learning Problem-Solving Concepts by Reflecting on Problem Solving [Abstract] Learning and problem solving are intimately related: problem solving determines the knowledge requirements of the reasoner which learning must fulfill, and learning enables improved problem-solving performance. Different models of problem solving, however, recognize different knowledge needs, and, as a result, set up different learning tasks. Some recent models analyze problem solving in terms of generic tasks, methods, and subtasks. These models require the learning of problem-solving concepts such as new tasks and new task decompositions. We view reflection as a core process for learning these problem-solving concepts. In this paper, we identify the learning issues raised by the task-structure framework of problem solving. We view the problem solver as an abstract device, and represent how it works in terms of a structure-behavior-function model which specifies how the knowledge and reasoning of the problem solver results in the accomplishment of its tasks. We describe how this model enables reflection, and how model-based reflection enables the reasoner to adapt its task structure to produce solutions of better quality. The Autognostic system illustrates this reflection process. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #85299. 	[Title] LEARNING BY ERROR-DRIVEN DECOMPOSITION [Abstract] In this paper we describe a new selforganizing decomposition technique for learning high-dimensional mappings. Problem decomposition is performed in an error-driven manner, such that the resulting subtasks (patches) are equally well approximated. Our method combines an unsupervised learning scheme (Feature Maps [Koh84]) with a nonlinear approximator (Backpropagation [RHW86]). The resulting learning system is more stable and effective in changing environments than plain backpropagation and much more powerful than extended feature maps as proposed by [RS88, RMS89]. Extensions of our method give rise to active exploration strategies for autonomous agents facing unknown environments. The appropriateness of our general purpose method will be demonstrated with an ex ample from mathematical function approximation. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1103676. 	[Title] Memory-based Time Series Recognition  A New Methodology and Real World Applications [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #38205. 	[Title] Competitive Environments Evolve Better Solutions for Complex Tasks [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #87363. 	[Title] Computation. Automated Synthesis of Analog Electrical Circuits by Means of Genetic Programming [Abstract] The design (synthesis) of analog electrical circuits starts with a high-level statement of the circuit's desired behavior and requires creating a circuit that satisfies the specified design goals. Analog circuit synthesis entails the creation of both the topology and the sizing (numerical values) of all of the circuit's components. The difficulty of the problem of analog circuit synthesis is well known and there is no previously known general automated technique for synthesizing an analog circuit from a high-level statement of the circuit's desired behavior. This paper presents a single uniform approach using genetic programming for the automatic synthesis of both the topology and sizing of a suite of eight different prototypical analog circuits, including a lowpass filter, a crossover (woofer and tweeter) filter, a source identification circuit, an amplifier, a computational circuit, a time-optimal controller circuit, a temperaturesensing circuit, and a voltage reference circuit. The problemspecific information required for each of the eight problems is minimal and consists primarily of the number of inputs and outputs of the desired circuit, the types of available components, and a fitness measure that restates the high-level statement of the circuit's desired behavior as a measurable mathematical quantity. The eight genetically evolved circuits constitute an instance of an evolutionary computation technique producing results on a task that is usually thought of as requiring human intelligence. The fact that a single uniform approach yielded a satisfactory design for each of the eight circuits as well as the fact that a satisfactory design was created on the first or second run of each problem are evidence for the general applicability of genetic programming for solving the problem of automatic synthesis of analog electrical circuits. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #334153. 	[Title] Machine Learning by Function Decomposition [Abstract] We present a new machine learning method that, given a set of training examples, induces a definition of the target concept in terms of a hierarchy of intermediate concepts and their definitions. This effectively decomposes the problem into smaller, less complex problems. The method is inspired by the Boolean function decomposition approach to the design of digital circuits. To cope with high time complexity of finding an optimal decomposition, we propose a suboptimal heuristic algorithm. The method, implemented in program HINT (HIerarchy Induction Tool), is experimentally evaluated using a set of artificial and real-world learning problems. It is shown that the method performs well both in terms of classification accuracy and discovery of meaningful concept hierarchies. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1128267. 	[Title] Metrics for Temporal Difference Learning [Abstract] For an absorbing Markov chain with a reinforcement on each transition, Bertsekas (1995a) gives a simple example where the function learned by TD( ll ) depends on ll . Bertsekas showed that for ll =1 the approximation is optimal with respect to a least-squares error of the value function, and that for ll =0 the approximation obtained by the TD method is poor with respect to the same metric. With respect to the error in the values, TD(1) approximates the function better than TD(0). However, with respect to the error in the differences in the values, TD(0) approximates the function better than TD(1). TD(1) is only better than TD(0) with respect to the former metric rather than the latter. In addition, direct TD( ll ) weights the errors unequally, while residual gradient methods (Baird, 1995, Harmon, Baird, & Klopf, 1995) weight the errors equally. For the case of control, a simple Markov decision process is presented for which direct TD(0) and residual gradient TD(0) both learn the optimal policy, while TD( 11 ) learns a suboptimal policy. These results suggest that, for this example, the differences in state values are more significant than the state values themselves, so TD(0) is preferable to TD(1). Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #85324. 	[Title] The optimal number of learning samples and hidden units in function approximation with a feedforward network [Abstract] This paper presents a methodology to estimate the optimal number of learning samples and the number of hidden units needed to obtain a desired accuracy of a function approximation by a feedforward network. The representation error and the generalization error, components of the total approximation error are analyzed and the approximation accuracy of a feedforward network is investigated as a function of the number of hidden units and the number of learning samples. Based on the asymptotical behavior of the approximation error, an asymptotical model of the error function (AMEF) is introduced of which the parameters can be determined experimentally. An alternative model of the error function, which include theoretical results about general bounds of approximation, is also analyzed. In combination with knowledge about the computational complexity of the learning rule an optimal learning set size and number of hidden units can be found resulting in a minimum computation time for a given desired precision of the approximation. This approach was applied to optimize the learning of the camera-robot mapping of a visually guided robot arm and a complex logarithm function approximation. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1112911. 	[Title] Evolution of Iteration in Genetic Programming D a v d A The solution to many [Abstract] This paper introduces the new operation of restricted iteration creation that automatically Genetic programming extends Holland's genetic algorithm to the task of automatic programming. Early work on genetic programming demonstrated that it is possible to evolve a sequence of work-performing steps in a single result-producing branch (that is, a one-part "main" program). The book Genetic Programming: On the Programming of Computers by Means of Natural Selection (Koza 1992) describes an extension of Holland's genetic algorithm in which the genetic population consists of computer programs (that is, compositions of primitive functions and terminals). See also Koza and Rice (1992). In the most basic form of genetic programming (where only a single result-producing branch is evolved), genetic programming demonstrated the capability to discover a sequence (as to both its length and its content) of work-performing steps that is sufficient to produce a satisfactory solution to several problems, including many problems that have been used over the years as benchmarks in machine learning and artificial intelligence. Before applying genetic programming to a problem, the user must perform five major preparatory steps, namely identifying the terminals (inputs) of the to-be-evolved programs, identifying the primitive functions (operations) contained in the to-be-evolved programs, creating the fitness measure for evaluating how well a given program does at solving the problem at hand, choosing certain control parameters (notably population size and number of generations to be run), and determining the termination criterion and method of result designation (typically the best-so-far individual from the populations produced during the run). creates a restricted iteration-performing Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #11093. 	[Title] Factorial Learning and the EM Algorithm [Abstract] Many real world learning problems are best characterized by an interaction of multiple independent causes or factors. Discovering such causal structure from the data is the focus of this paper. Based on Zemel and Hinton's cooperative vector quantizer (CVQ) architecture, an unsupervised learning algorithm is derived from the Expectation-Maximization (EM) framework. Due to the combinatorial nature of the data generation process, the exact E-step is computationally intractable. Two alternative methods for computing the E-step are proposed: Gibbs sampling and mean-field approximation, and some promising empirical results are presented. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #12638. 	[Title] Soft Classification, a.k.a. Risk Estimation, via Penalized Log Likelihood and Smoothing Spline Analysis of Variance [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1112929. 	[Title] Combining Linear Discriminant Functions with Neural Networks for Supervised Learning [Abstract] A novel supervised learning method is presented by combining linear discriminant functions with neural networks. The proposed method results in a tree-structured hybrid architecture. Due to constructive learning, the binary tree hierarchical architecture is automatically generated by a controlled growing process for a specific supervised learning task. Unlike the classic decision tree, the linear discriminant functions are merely employed in the intermediate level of the tree for heuristically partitioning a large and complicated task into several smaller and simpler subtasks in the proposed method. These subtasks are dealt with by component neural networks at the leaves of the tree accordingly. For constructive learning, growing and credit-assignment algorithms are developed to serve for the hybrid architecture. The proposed architecture provides an efficient way to apply existing neural networks (e.g. multi-layered perceptron) for solving a large scale problem. We have already applied the proposed method to a universal approximation problem and several benchmark classification problems in order to evaluate its performance. Simulation results have shown that the proposed method yields better results and faster training in comparison with the multi-layered perceptron. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1108834. 	[Title] ce: [39] <author> Yoda, M. </author> <year> (1994). </year> <title> Predicting the Tokyo stock market. </title> <editor> In Deboeck, G.J. (Ed.) </editor> <year> (1994). </year> <title> Trading on the Edge. </title> <address> New York: </address> <publisher> Wiley., </publisher> <pages> 66-79. </pages> <institution> VITA Graduate School Southern Illinois University Daniel Nikolaev Nikovski Date of Birth: </institution> <address> April 13, 1969 606 West College Street, Apt.4, Rm. 6, Carbondale, Illinois 62901 150 Hristo Botev Boulevard, Apt. </address> <month> 54, </month> <title> 4004 Plovdiv, Bulgaria Technical University - Sofia, Bulgaria Engineer of Computer Systems and Control Thesis Title: Adaptive Computation Techniques for Time Series Analysis Major Professor: </title> <journal> Dr. Mehdi Zargham </journal> [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1105764. 	[Title] Least-Squares Temporal Difference Learning [Abstract] Submitted to NIPS-98 TD() is a popular family of algorithms for approximate policy evaluation in large MDPs. TD() works by incrementally updating the value function after each observed transition. It has two major drawbacks: it makes inefficient use of data, and it requires the user to manually tune a stepsize schedule for good performance. For the case of linear value function approximations and = 0, the Least-Squares TD (LSTD) algorithm of Bradtke and Barto [5] eliminates all stepsize parameters and improves data efficiency. This paper extends Bradtke and Barto's work in three significant ways. First, it presents a simpler derivation of the LSTD algorithm. Second, it generalizes from = 0 to arbitrary values of ; at the extreme of = 1, the resulting algorithm is shown to be a practical formulation of supervised linear regression. Third, it presents a novel, intuitive interpretation of LSTD as a model-based reinforcement learning technique. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1108329. 	[Title] Using Case-Based Reasoning as a Reinforcement Learning Framework for Optimization with Changing Criteria [Abstract] Practical optimization problems such as job-shop scheduling often involve optimization criteria that change over time. Repair-based frameworks have been identified as flexible computational paradigms for difficult combinatorial optimization problems. Since the control problem of repair-based optimization is severe, Reinforcement Learning (RL) techniques can be potentially helpful. However, some of the fundamental assumptions made by traditional RL algorithms are not valid for repair-based optimization. Case-Based Reasoning (CBR) compensates for some of the limitations of traditional RL approaches. In this paper, we present a Case-Based Reasoning RL approach, implemented in the C A B I N S system, for repair-based optimization. We chose job-shop scheduling as the testbed for our approach. Our experimental results show that C A B I N S is able to effectively solve problems with changing optimization criteria which are not known to the system and only exist implicitly in a extensional manner in the case base. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1113459. 	[Title] Near-Optimal Performance for Reinforcement Learning in Polynomial Time [Abstract] We present new algorithms for reinforcement learning and prove that they have polynomial bounds on the resources required to achieve near-optimal return in general Markov decision processes. After observing that the number of actions required to approach the optimal return is lower bounded by the mixing time T of the optimal policy (in the undiscounted case) or by the horizon time T (in the discounted case), we then give algorithms requiring a number of actions and total computation time that are only polynomial in T and the number of states, for both the undiscounted and discounted cases. An interesting aspect of our algorithms is their explicit handling of the Exploration-Exploitation trade-off. These are the first results in the reinforcement learning literature giving algorithms that provably converge to near-optimal performance in polynomial time for general Markov decision processes. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #887. 	[Title] Some studies in machine learning using the game of checkers. IBM Journal, 3(3):211-229, 1959. Some [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1103737. 	[Title] On learning hierarchical classifications [Abstract] Many significant real-world classification tasks involve a large number of categories which are arranged in a hierarchical structure; for example, classifying documents into subject categories under the library of congress scheme, or classifying world-wide-web documents into topic hierarchies. We investigate the potential benefits of using a given hierarchy over base classes to learn accurate multi-category classifiers for these domains. First, we consider the possibility of exploiting a class hierarchy as prior knowledge that can help one learn a more accurate classifier. We explore the benefits of learning category-discriminants in a hard top-down fashion and compare this to a soft approach which shares training data among sibling categories. In doing so, we verify that hierarchies have the potential to improve prediction accuracy. But we argue that the reasons for this can be subtle. Sometimes, the improvement is only because using a hierarchy happens to constrain the expressiveness of a hypothesis class in an appropriate manner. However, various controlled experiments show that in other cases the performance advantage associated with using a hierarchy really does seem to be due to the prior knowledge it encodes. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #46468. 	[Title] A Statistical Approach to Decision Tree Modeling [Abstract] A statistical approach to decision tree modeling is described. In this approach, each decision in the tree is modeled parametrically as is the process by which an output is generated from an input and a sequence of decisions. The resulting model yields a likelihood measure of goodness of fit, allowing ML and MAP estimation techniques to be utilized. An efficient algorithm is presented to estimate the parameters in the tree. The model selection problem is presented and several alternative proposals are considered. A hidden Markov version of the tree is described for data sequences that have temporal dependencies. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #13193. 	[Title] Reinforcement Learning Algorithm for Partially Observable Markov Decision Problems [Abstract] Increasing attention has been paid to reinforcement learning algorithms in recent years, partly due to successes in the theoretical analysis of their behavior in Markov environments. If the Markov assumption is removed, however, neither generally the algorithms nor the analyses continue to be usable. We propose and analyze a new learning algorithm to solve a certain class of non-Markov decision problems. Our algorithm applies to problems in which the environment is Markov, but the learner has restricted access to state information. The algorithm involves a Monte-Carlo policy evaluation combined with a policy improvement method that is similar to that of Markov decision problems and is guaranteed to converge to a local maximum. The algorithm operates in the space of stochastic policies, a space which can yield a policy that performs considerably better than any deterministic policy. Although the space of stochastic policies is continuous|even for a discrete action space|our algorithm is computationally tractable. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1152917. 	[Title]  [Abstract] Convergence Results for the EM Approach to Abstract The Expectation-Maximization (EM) algorithm is an iterative approach to maximum likelihood parameter estimation. Jordan and Jacobs (1993) recently proposed an EM algorithm for the mixture of experts architecture of Jacobs, Jordan, Nowlan and Hinton (1991) and the hierarchical mixture of experts architecture of Jordan and Jacobs (1992). They showed empirically that the EM algorithm for these architectures yields significantly faster convergence than gradient ascent. In the current paper we provide a theoretical analysis of this algorithm. We show that the algorithm can be regarded as a variable metric algorithm with its searching direction having a positive projection on the gradient of the log likelihood. We also analyze the convergence of the algorithm and provide an explicit expression for the convergence rate. In addition, we describe an acceleration technique that yields a significant speedup in simulation experiments. This report describes research done at the Dept. of Brain and Cognitive Sciences, the Center for Biological and Computational Learning, and the Artificial Intelligence Laboratory of the Massachusetts Institute of Technology. Support for CBCL is provided in part by a grant from the NSF (ASC-9217041). Support for the laboratory's artificial intelligence research is provided in part by the Advanced Research Projects Agency of the Dept. of Defense. The authors were supported by a grant from the McDonnell-Pew Foundation, by a grant from ATR Human Information Processing Research Laboratories, by a grant from Siemens Corporation, by by grant IRI-9013991 from the National Science Foundation, by grant N00014-90-J-1942 from the Office of Naval Research, and by NSF grant ECS-9216531 to support an Initiative in Intelligent Control at MIT. Michael I. Jordan is a NSF Presidential Young Investigator. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1107355. 	[Title] Coordinating Reactive Behaviors  keywords: reactive systems, planning and learning [Abstract] Combinating reactivity with planning has been proposed as a means of compensating for potentially slow response times of planners while still making progress toward long term goals. The demands of rapid response and the complexity of many environments make it difficult to decompose, tune and coordinate reactive behaviors while ensuring consistency. Neural networks can address the tuning problem, but are less useful for decomposition and coordination. We hypothesize that interacting reactions can be decomposed into separate behaviors resident in separate networks and that the interaction can be coordinated through the tuning mechanism and a higher level controller. To explore these issues, we have implemented a neural network architecture as the reactive component of a two layer control system for a simulated race car. By varying the architecture, we test whether decomposing reactivity into separate behaviors leads to superior overall performance, coordination and learning convergence. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1110438. 	[Title] A Method of Combining Multiple Probabilistic Classifiers through Soft Competition on Different Feature Sets [Abstract] A novel method is proposed for combining multiple probabilistic classifiers on different feature sets. In order to achieve the improved classification performance, a generalized finite mixture model is proposed as a linear combination scheme and implemented based on radial basis function networks. In the linear combination scheme, soft competition on different feature sets is adopted as an automatic feature rank mechanism so that different feature sets can be always simultaneously used in an optimal way to determine linear combination weights. For training the linear combination scheme, a learning algorithm is developed based on Expectation-Maximization (EM) algorithm. The proposed method has been applied to a typical real world problem, viz. speaker identification, in which different feature sets often need consideration simultaneously for robustness. Simulation results show that the proposed method yields good performance in speaker identification. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1132459. 	[Title] First experiments using a mixture of nonlinear experts for time series prediction [Abstract] This paper investigates the advantages and disadvantages of the mixture of experts (ME) model (introduced to the connectionist community in [JJNH91] and applied to time series analysis in [WM95]) on two time series where the dynamics is well understood. The first series is a computer-generated series, consisting of a mixture between a noise-free process (the quadratic map) and a noisy process (a composition of a noisy linear autoregressive and a hyperbolic tangent). There are three main results: (1) the ME model produces significantly better results than single networks; (2) it discovers the regimes correctly and also allows us to characterize the sub-processes through their variances. (3) due to the correct matching of the noise level of the model to that of the data it avoids overfitting. The second series is the laser series used in the Santa Fe competition; the ME model also obtains excellent out-of-sample predictions, allows for analysis and shows no overfitting. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1132461. 	[Title] Avoiding overfitting by locally matching the noise level of the data gating network discovers the [Abstract] When trying to forecast the future behavior of a real-world system, two of the key problems are nonstationarity of the process (e.g., regime switching) and overfitting of the model (particularly serious for noisy processes). This articles shows how gated experts can point to solutions to these problems. The architecture, also called society of experts and mixture of experts consists of a (nonlinear) gating network and several (nonlinear) competing experts. Each expert learns a conditional mean (as usual), but each expert also has its own adaptive width. The gating network learns to assign a probability to each expert that depends on the input. This article first discusses the assumptions underlying this architecture and derives the weight update rules. It then evaluates the performance of gated experts in comparison to that of single networks, as well as to networks with two outputs, one predicting the mean, the other one the local error bar. This article also investigates the ability of gated experts to discover and characterize underlying the regimes. The results are: * there is significantly less overfitting compared to single nets, for two reasons: only subsets of the potential inputs are given to the experts and gating network (less of a curse of dimensionality), and the experts learn to match their variances to the (local) noise levels, thus only learning as This article focuses on the architecture and the overfitting problem. Applications to a computer-generated toy problem and the laser data from Santa Fe Competition are given in [Mangeas and Weigend, 1995], and the application to the real-world problem of predicting the electricity demand of France are given in [Mangeas et al., 1995]. much as the data support. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #32688. 	[Title] CLASSIFICATION USING HIERARCHICAL MIXTURES OF EXPERTS [Abstract] There has recently been widespread interest in the use of multiple models for classification and regression in the statistics and neural networks communities. The Hierarchical Mixture of Experts (HME) [1] has been successful in a number of regression problems, yielding significantly faster training through the use of the Expectation Maximisation algorithm. In this paper we extend the HME to classification and results are reported for three common classification benchmark tests: Exclusive-Or, N-input Parity and Two Spirals. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #210871. 	[Title] Coevolving High-Level Representations [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #684986. 	[Title] A Hierarchical Latent Variable Model for Data Visualization [Abstract] Visualization has proven to be a powerful and widely-applicable tool for the analysis and interpretation of multi-variate data. Most visualization algorithms aim to find a projection from the data space down to a two-dimensional visualization space. However, for complex data sets living in a high-dimensional space it is unlikely that a single two-dimensional projection can reveal all of the interesting structure. We therefore introduce a hierarchical visualization algorithm which allows the complete data set to be visualized at the top level, with clusters and sub-clusters of data points visualized at deeper levels. The algorithm is based on a hierarchical mixture of latent variable models, whose parameters are estimated using the expectation-maximization algorithm. We demonstrate the principle of the approach on a toy data set, and we then apply the algorithm to the visualization of a synthetic data set in 12 dimensions obtained from a simulation of multi-phase flows in oil pipelines, and to data in 36 dimensions derived from satellite images. A Matlab software implementation of the algorithm is publicly available from the world-wide web. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1109439. 	[Title] Classifying Seismic Signals by Integrating Ensembles of Neural Networks [Abstract] This paper proposes a classification scheme based on integration of multiple Ensembles of ANNs. It is demonstrated on a classification problem, in which seismic signals of Natural Earthquakes must be distinguished from seismic signals of Artificial Explosions. A Redundant Classification Environment consists of several Ensembles of Neural Networks is created and trained on Bootstrap Sample Sets, using various data representations and architectures. The ANNs within the Ensembles are aggregated (as in Bagging) while the Ensembles are integrated non-linearly, in a signal adaptive manner, using a posterior confidence measure based on the agreement (variance) within the Ensembles. The proposed Integrated Classification Machine achieved 92.1% correct classifications on the seismic test data. Cross Validation evaluations and comparisons indicate that such integration of a collection of ANN's Ensembles is a robust way for handling high dimensional problems with a complex non-stationary signal space as in the current Seismic Classification problem. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #161221. 	[Title] A Local Learning Algorithm for Dynamic Feedforward and Recurrent Networks [Abstract] Most known learning algorithms for dynamic neural networks in non-stationary environments need global computations to perform credit assignment. These algorithms either are not local in time or not local in space. Those algorithms which are local in both time and space usually can not deal sensibly with `hidden units'. In contrast, as far as we can judge by now, learning rules in biological systems with many `hidden units' are local in both space and time. In this paper we propose a parallel on-line learning algorithm which performs local computations only, yet still is designed to deal with hidden units and with units whose past activations are `hidden in time'. The approach is inspired by Holland's idea of the bucket brigade for classifier systems, which is transformed to run on a neural network with fixed topology. The result is a feedforward or recurrent `neural' dissipative system which is consuming `weight-substance' and permanently trying to distribute this substance onto its connections in an appropriate way. Simple experiments demonstrating the feasability of the algorithm are reported. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1109957. 	[Title] Q-Learning for Bandit Problems [Abstract] Multi-armed bandits may be viewed as decompositionally-structured Markov decision processes (MDP's) with potentially very-large state sets. A particularly elegant methodology for computing optimal policies was developed over twenty ago by Gittins [Gittins & Jones, 1974]. Gittins' approach reduces the problem of finding optimal policies for the original MDP to a sequence of low-dimensional stopping problems whose solutions determine the optimal policy through the so-called "Gittins indices." Katehakis and Veinott [Katehakis & Veinott, 1987] have shown that the Gittins index for a process in state i may be interpreted as a particular component of the maximum-value function associated with the "restart-in-i" process, a simple MDP to which standard solution methods for computing optimal policies, such as successive approximation, apply. This paper explores the problem of learning the Git-tins indices on-line without the aid of a process model; it suggests utilizing process-state-specific Q-learning agents to solve their respective restart-in-state-i subproblems, and includes an example in which the online reinforcement learning approach is applied to a problem of stochastic scheduling|one instance drawn from a wide class of problems that may be formulated as bandit problems. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #976334. 	[Title] Applying Online Search Techniques to Continuous-State Reinforcement Learning key to the success of the local [Abstract] In this paper, we describe methods for efficiently computing better solutions to control problems in continuous state spaces. We provide algorithms that exploit online search to boost the power of very approximate value functions discovered by traditional reinforcement learning techniques. We examine local searches, where the agent performs a finite-depth lookahead search, and global searches, where the agent performs a search for a trajectory all the way from the current state to a goal state. The key to the success of the global methods lies in using aggressive state-space search techniques such as uniform-cost search and A fl , tamed into a tractable form by exploiting neighborhood relations and trajectory constraints that arise from continuous-space dynamic control. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1103315. 	[Title] Value Function Based Production Scheduling [Abstract] Production scheduling, the problem of sequentially configuring a factory to meet forecasted demands, is a critical problem throughout the manufacturing industry. The requirement of maintaining product inventories in the face of unpredictable demand and stochastic factory output makes standard scheduling models, such as job-shop, inadequate. Currently applied algorithms, such as simulated annealing and constraint propagation, must employ ad-hoc methods such as frequent replanning to cope with uncertainty. In this paper, we describe a Markov Decision Process (MDP) formulation of production scheduling which captures stochasticity in both production and demands. The solution to this MDP is a value function which can be used to generate optimal scheduling decisions online. A simple example illustrates the theoretical superiority of this approach over replanning-based methods. We then describe an industrial application and two reinforcement learning methods for generating an approximate value function on this domain. Our results demonstrate that in both deterministic and noisy scenarios, value function approx imation is an effective technique. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #35797. 	[Title] Proben1 A Set of Neural Network Benchmark Problems and Benchmarking Rules [Abstract] Proben1 is a collection of problems for neural network learning in the realm of pattern classification and function approximation plus a set of rules and conventions for carrying out benchmark tests with these or similar problems. Proben1 contains 15 data sets from 12 different domains. All datasets represent realistic problems which could be called diagnosis tasks and all but one consist of real world data. The datasets are all presented in the same simple format, using an attribute representation that can directly be used for neural network training. Along with the datasets, Proben1 defines a set of rules for how to conduct and how to document neural network benchmarking. The purpose of the problem and rule collection is to give researchers easy access to data for the evaluation of their algorithms and networks and to make direct comparison of the published results feasible. This report describes the datasets and the benchmarking rules. It also gives some basic performance measures indicating the difficulty of the various problems. These measures can be used as baselines for comparison. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #168410. 	[Title] A Modular Q-Learning Architecture for Manipulator Task Decomposition `Data storage in the cerebellar model ar [Abstract] Compositional Q-Learning (CQ-L) (Singh 1992) is a modular approach to learning to perform composite tasks made up of several elemental tasks by reinforcement learning. Skills acquired while performing elemental tasks are also applied to solve composite tasks. Individual skills compete for the right to act and only winning skills are included in the decomposition of the composite task. We extend the original CQ-L concept in two ways: (1) a more general reward function, and (2) the agent can have more than one actuator. We use the CQ-L architecture to acquire skills for performing composite tasks with a simulated two-linked manipulator having large state and action spaces. The manipulator is a non-linear dynamical system and we require its end-effector to be at specific positions in the workspace. Fast function approximation in each of the Q-modules is achieved through the use of an array of Cerebellar Model Articulation Controller (CMAC) (Albus Our research interests involve the scaling up of machine learning methods, especially reinforcement learning, for autonomous robot control. We are interested in function approximators suitable for reinforcement learning in problems with large state spaces, such as the Cerebellar Model Articulation Controller (CMAC) (Albus 1975) which permit fast, online learning and good local generalization. In addition, we are interested in task decomposition by reinforcement learning and the use of hierarchical and modular function approximator architectures. We are examining the effectiveness of a modified Hierarchical Mixtures of Experts (HME) (Jordan & Jacobs 1993) approach for reinforcement learning since the original HME was developed mainly for supervised learning and batch learning tasks. The incorporation of domain knowledge into reinforcement learning agents is an important way of extending their capabilities. Default policies can be specified, and domain knowledge can also be used to restrict the size of the state-action space, leading to faster learning. We are investigating the use of Q-Learning (Watkins 1989) in planning tasks, using a classifier system (Holland 1986) to encode the necessary condition-action rules. Jordan, M. & Jacobs, R. (1993), Hierarchical mixtures of experts and the EM algorithm, Technical Report 9301, MIT Computational Cognitive Science. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #949217. 	[Title] Comparison of Neural and Statistical Classifiers| Theory and Practice [Abstract] Research Reports A13 January 1996 Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1106406. 	[Title] Submitted to NIPS96, Section: Applications. Preference: Oral presentation Reinforcement Learning for Dynamic Channel Allocation in [Abstract] In cellular telephone systems, an important problem is to dynamically allocate the communication resource (channels) so as to maximize service in a stochastic caller environment. This problem is naturally formulated as a dynamic programming problem and we use a reinforcement learning (RL) method to find dynamic channel allocation policies that are better than previous heuristic solutions. The policies obtained perform well for a broad variety of call traffic patterns. We present results on a large cellular system In cellular communication systems, an important problem is to allocate the communication resource (bandwidth) so as to maximize the service provided to a set of mobile callers whose demand for service changes stochastically. A given geographical area is divided into mutually disjoint cells, and each cell serves the calls that are within its boundaries (see Figure 1a). The total system bandwidth is divided into channels, with each channel centered around a frequency. Each channel can be used simultaneously at different cells, provided these cells are sufficiently separated spatially, so that there is no interference between them. The minimum separation distance between simultaneous reuse of the same channel is called the channel reuse constraint . When a call requests service in a given cell either a free channel (one that does not violate the channel reuse constraint) may be assigned to the call, or else the call is blocked from the system; this will happen if no free channel can be found. Also, when a mobile caller crosses from one cell to another, the call is "handed off" to the cell of entry; that is, a new free channel is provided to the call at the new cell. If no such channel is available, the call must be dropped/disconnected from the system. One objective of a channel allocation policy is to allocate the available channels to calls so that the number of blocked calls is minimized. An additional objective is to minimize the number of calls that are dropped when they are handed off to a busy cell. These two objectives must be weighted appropriately to reflect their relative importance, since dropping existing calls is generally more undesirable than blocking new calls. with approximately 70 49 states. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #4584. 	[Title] References elements that can solve difficult learning control problems. on Simulation of Adaptive Behavior, pages [Abstract] Miller, G. (1956). The magical number seven, plus or minus two: Some limits on our capacity for processing information. The Psychological Review, 63(2):81-97. Schmidhuber, J. (1990b). Towards compositional learning with dynamic neural networks. Technical Report FKI-129-90, Technische Universitat Munchen, Institut fu Informatik. Servan-Schreiber, D., Cleermans, A., and McClelland, J. (1988). Encoding sequential structure in simple recurrent networks. Technical Report CMU-CS-88-183, Carnegie Mellon University, Computer Science Department. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #20972. 	[Title] Exploratory Learning in the Game of GO [Abstract] This paper considers the importance of exploration to game-playing programs which learn by playing against opponents. The central question is whether a learning program should play the move which offers the best chance of winning the present game, or if it should play the move which has the best chance of providing useful information for future games. An approach to addressing this question is developed using probability theory, and then implemented in two different learning methods. Initial experiments in the game of Go suggest that a program which takes exploration into account can learn better against a knowledgeable opponent than a program which does not. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #134128. 	[Title] Learning To Play the Game of Chess [Abstract] This paper presents NeuroChess, a program which learns to play chess from the final outcome of games. NeuroChess learns chess board evaluation functions, represented by artificial neural networks. It integrates inductive neural network learning, temporal differencing, and a variant of explanation-based learning. Performance results illustrate some of the strengths and weaknesses of this approach. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #265203. 	[Title] CFS-C: A Package of Domain Independent Subroutines for Implementing Classifier Systems in Arbitrary, User-Defined Environments. [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #37884. 	[Title] Hidden Markov decision trees [Abstract] We study a time series model that can be viewed as a decision tree with Markov temporal structure. The model is intractable for exact calculations, thus we utilize variational approximations. We consider three different distributions for the approximation: one in which the Markov calculations are performed exactly and the layers of the decision tree are decoupled, one in which the decision tree calculations are performed exactly and the time steps of the Markov chain are decoupled, and one in which a Viterbi-like assumption is made to pick out a single most likely state sequence. We present simulation results for artificial data and the Bach chorales. Accepted for oral presentation at NIPS*96. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #198653. 	[Title] Information filtering: Selection mechanisms in learning systems. Machine Learning, 10:113-151, 1993. Generalization as search. Artificial [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1107455. 	[Title] Solving Combinatorial Optimization Tasks by Reinforcement Learning: A General Methodology Applied to Resource-Constrained Scheduling [Abstract] This paper introduces a methodology for solving combinatorial optimization problems through the application of reinforcement learning methods. The approach can be applied in cases where several similar instances of a combinatorial optimization problem must be solved. The key idea is to analyze a set of "training" problem instances and learn a search control policy for solving new problem instances. The search control policy has the twin goals of finding high-quality solutions and finding them quickly. Results of applying this methodology to a NASA scheduling problem show that the learned search control policy is much more effective than the best known non-learning search procedure|a method based on simulated annealing. Please summarise all the given information.

Paper #299197 has the title `TD Learning of Game Evaluation Functions with Hierarchical Neural Architectures  
` and the abstract `nan`.
Question: Which category should Paper #299197 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].


Paper #299197 has the title `TD Learning of Game Evaluation Functions with Hierarchical Neural Architectures  
` and the abstract `nan`.
Question: Which category should Paper #299197 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].

This paper should be classified into: Neural_Networks