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Overview
1. Application principles 2. 3. Problem Neural network solution
Application principles
The solution of a problem must be the simple.
If a problem can be solved with a small look-up table that can be easily calculated that is a more preferred solution than a complex neural network with many layers that learns with back-propagation.
Application principles
The speed is crucial for computer game applications.
If it is possible on-line neural network solutions should be avoided, because they are big time consumers. Preferably, neural networks should be applied in an off-line fashion, when the learning phase doesnt happen during the game playing time.
Application principles
On-line neural network solutions should be very simple.
Using many layer neural networks should be avoided, if possible. Complex learning algorithms should be avoided. If possible a priori knowledge should be used to set the initial parameters such that very short training is needed for optimal performance.
Application principles
All the available data should be collected about the problem.
Having redundant data is usually a smaller problem than not having the necessary data.
Application principles
The neural network solution of a problem should be selected from a large enough pool of potential solutions.
Because of the nature of the neural networks, it is likely that if a single solution is build than that will not be the optimal one.
If a pool of potential solutions is generated and trained, it is more likely that one which is close to the optimal one is found.
Problem
1.06 1.04 1.02
Control:
0.98 0.96 0.94 0.92
The objective is to maintain some variable in a given range (possibly around a fixed value), by changing the value of other, directly modifiable (controllable) variables. Example: keeping a stick vertically on a finger, by moving your arm, such that the stick doesnt fall.
Problem
Movement control:
How to move the parts (e.g., legs, arms, head) of an animated figure that moves on some terrain, using various types of movements (e.g., walks, runs, jumps) ?
Problem
Problem analysis: variables modularisation into sub-problems objectives data collection
Problem
Simple problems need simple solutions.
If the animated figure has only a few components, moves on simple terrains, and is intended to do a few simple moves (e.g., two types of leg and arm movements, no head movement), the movement control can be described by a few rules.
Problem
Example rules for a simple problem: IF (left_leg IS forward) AND (right_leg IS backward) THEN right_leg CHANGES TO forward left_leg CHANGES TO backward
Problem
Controlling complex movements needs complex rules. Complex rules by simple solutions:
A1 B1 M1
A2 M4
A3
A4
M1a M3
B2 B3
M3
M2
M2 M3
M4 M4
M1a M1
Problem
Complex solutions by complex methods:
Variable B Variable A Approximation of functional relationship by a neural network.
the movements should be separated on the basis of causal independence and connectedness
separate solution for y1 and y2 if they are causally independent, joint solution if they are interdependent, connected solution if one is causally dependent on the other
Example:
x1 x2 x3
f ( x) e
yout
|| x w|| 2 2a 2
Gaussian neurons
1 out
w e
k 1 4 1 k
|| x c k ,1 || 2 2 ( a k ,1 ) 2
;y
2 out
2 wk e k 1 4
|| x c k , 2 || 2 2( ak , 2 ) 2
3 out
w e
k 1 3 k
|| x c k , 3 || 2 2( ak , 3 ) 2
;y
4 out
w e
k 1 4 k
|| x c k , 4 || 2 2( ak , 4 ) 2
w e
k 1 19 k 4 || x c k ,1 9 || 2 2 ( a k ,1 9 ) 2
;y
20 out
20 wk e k 1
|| x c k , 2 0 || 2 2( ak , 2 0 ) 2
Example:
x(1) (0.105,0.133,0.685)
1 1 y 1 u t (1) w1 f1 ( x(1)) w1 f 2 ( x(1)) w3 f 3 ( x(1)) w1 f 4 ( x(1)) o 2 4
15 10 5 0 1 2 3 4 1 2 3 5 4
5 2.5 0 -2.5 1 2 3 4 1 2 3 4 5
Before learning
5
After learning
each candidate solution is tested with the validation data and the best performing network is selected Network 11 Network 4
2.5 0 -2.5 1 2 3 4 1 2 3 4
Network 7
7.5
5 2.5 0 -2.5 1 2 3 4 1 2 3
5 2.5
0
5 5 2.5
4 -2.5
1 2 3 4 5 1 2 3
0 -2.5 1 2 3 4 5 1 2 3
Summary
Neural network solutions should be kept as simple as possible. For the sake of the gaming speed neural networks should be applied preferably off-line. A large data set should be collected and it should be divided into training, validation, and testing data. Neural networks fit as solutions of complex problems. A pool of candidate solutions should be generated, and the best candidate solution should be selected using the validation data. The solution should be represented to allow fast application.
Questions
1. Are the immune cells part of the nervous system ? 2. Can an artificial neuron receive inhibitory and excitatory inputs ? 3. Do the Gaussian neurons use sigmoidal activation function ? 4. Can we use general optimisation methods to calculate the weights of neural networks with a single nonlinear layer ? 5. Does the application of neural networks increase the speed of simple games ? 6. Should we have a validation data set when we train neural networks ?