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1.
Selection of players for a sports team within a finite budget is a complex task which can be viewed as a constrained multi-objective optimization and a multiple criteria decision making problem. The task is specially challenging for the game of cricket where a team requires players who are efficient in multiple roles. In the formation of a good and successful cricket team, batting strength and bowling strength of a team are major factors affecting its performance and an optimum trade-off needs to be reached. We propose a novel gene representation scheme and a multi-objective approach using the NSGA-II algorithm to optimize the overall batting and bowling strength of a team with 11 players as variables. Fielding performance and a number of other cricketing criteria are also used in the optimization and decision-making process. Using the information from the trade-off front obtained, a multi-criteria decision making approach is then proposed for the final selection of team. Case studies using a set of players auctioned in Indian Premier League (IPL) 4th edition are illustrated and players’ current statistical data is used to define performance indicators. The proposed computational techniques are ready to be extended according to individualistic preferences of different franchises and league managers in order to form a preferred team within the budget constraints. It is also shown how such an analysis can help in dynamic auction environments, like selecting a team under player-by-player auction. The methodology is generic and can be easily extended to other sports like American football, baseball and other league games.  相似文献   

2.
Proximal Algorithms are known to be very popular in the area of signal processing, image reconstruction, variational inequality and convex optimization due to their small iteration costs and applicability to the non-smooth optimization problems. Various real-world machine learning problems have been solved utilizing the non-smooth convex loss minimization framework, and a recent trend is to design new accelerated algorithms to solve such frameworks efficiently. In this paper, we propose a novel viscosity-based accelerated gradient algorithm (VAGA), that utilizes the concept of viscosity approximation method of fixed point theory for solving the learning problems. We discuss the boundedness of the sequence generated by this iterative algorithm and prove the strong convergence of the algorithm under the few specific conditions. To test the practical performance of the algorithm on real-world problems, we applied it to solve the regularized multitask regression problem with sparsity-inducing regularizers. We present the detailed comparative analysis of our algorithm with few traditional proximal algorithms on three real benchmark multitask regression datasets. We also apply the proposed algorithm to the task of joint splice-site recognition problem of bio-informatics. The improved results demonstrate the efficacy of our algorithm over state-of-the-art proximal gradient descent algorithms. To the best of our knowledge, it is the first time that a viscosity-based iterative algorithm is applied to solve the real world problem of regression and recognition.  相似文献   

3.
Learning activities interactions between small groups is a key step in understanding team sports videos. Recent research focusing on team sports videos can be strictly regarded from the perspective of the audience rather than the athlete. For team sports videos such as volleyball and basketball videos, there are plenty of intra-team and inter-team relations. In this paper, a new task named Group Scene Graph Generation is introduced to better understand intra-team relations and inter-team relations in sports videos. To tackle this problem, a novel Hierarchical Relation Network is proposed. After all players in a video are finely divided into two teams, the feature of the two teams’ activities and interactions will be enhanced by Graph Convolutional Networks, which are finally recognized to generate Group Scene Graph. For evaluation, built on Volleyball dataset with additional 9660 team activity labels, a Volleyball+ dataset is proposed. A baseline is set for better comparison and our experimental results demonstrate the effectiveness of our method. Moreover, the idea of our method can be directly utilized in another video-based task, Group Activity Recognition. Experiments show the priority of our method and display the link between the two tasks. Finally, from the athlete’s view, we elaborately present an interpretation that shows how to utilize Group Scene Graph to analyze teams’ activities and provide professional gaming suggestions.  相似文献   

4.
Linear pose estimation from points or lines   总被引:10,自引:0,他引:10  
Estimation of camera pose from an image of n points or lines with known correspondence is a thoroughly studied problem in computer vision. Most solutions are iterative and depend on nonlinear optimization of some geometric constraint, either on the world coordinates or on the projections to the image plane. For real-time applications, we are interested in linear or closed-form solutions free of initialization. We present a general framework which allows for a novel set of linear solutions to the pose estimation problem for both n points and n lines. We then analyze the sensitivity of our solutions to image noise and show that the sensitivity analysis can be used as a conservative predictor of error for our algorithms. We present a number of simulations which compare our results to two other recent linear algorithms, as well as to iterative approaches. We conclude with tests on real imagery in an augmented reality setup.  相似文献   

5.
Agents can learn to improve their coordination with their teammates and increase team performance. There are finite training instances, where each training instance is an opportunity for the learning agents to improve their coordination. In this article, we focus on allocating training instances to learning agent pairs, i.e., pairs that improve coordination with each other, with the goal of team formation. Agents learn at different rates, and hence, the allocation of training instances affects the performance of the team formed. We build upon previous work on the Synergy Graph model, that is learned completely from data and represents agents’ capabilities and compatibility in a multi-agent team. We formally define the learning agents team formation problem, and compare it with the multi-armed bandit problem. We consider learning agent pairs that improve linearly and geometrically, i.e., the marginal improvement decreases by a constant factor. We contribute algorithms that allocate the training instances, and compare against algorithms from the multi-armed bandit problem. In our simulations, we demonstrate that our algorithms perform similarly to the bandit algorithms in the linear case, and outperform them in the geometric case. Further, we apply our model and algorithms to a multi-agent foraging problem, thus demonstrating the efficacy of our algorithms in general multi-agent problems.  相似文献   

6.
The quality of its players is one of the most significant features determining the failure or success of a sports team. The wide array of factors contributing to the performance of the players together with the inherent financial limitations of the clubs have transformed the selection of players into a complex problem. The current paper presents an integrated approach that combines multiple‐criteria decision‐making analysis and mathematical programming to support the decision maker through the building process of a soccer team. First, the fuzzy analytic network process is applied to evaluate the significance of the different performance criteria for each position in the field. The score attained by the different players in each potential position is computed using PROMETHEE II. A biobjective integer programming model has been designed to evaluate the transfer status of the players. Finally, data envelopment analysis is used to identify the most efficient Pareto solution determining the status of each player. In order to demonstrate the applicability of the proposed approach, the position in the field and transfer status of 60 players being considered by a real soccer team have been determined.  相似文献   

7.
Elevator Group Control Using Multiple Reinforcement Learning Agents   总被引:22,自引:0,他引:22  
Crites  Robert H.  Barto  Andrew G. 《Machine Learning》1998,33(2-3):235-262
Recent algorithmic and theoretical advances in reinforcement learning (RL) have attracted widespread interest. RL algorithms have appeared that approximate dynamic programming on an incremental basis. They can be trained on the basis of real or simulated experiences, focusing their computation on areas of state space that are actually visited during control, making them computationally tractable on very large problems. If each member of a team of agents employs one of these algorithms, a new collective learning algorithm emerges for the team as a whole. In this paper we demonstrate that such collective RL algorithms can be powerful heuristic methods for addressing large-scale control problems.Elevator group control serves as our testbed. It is a difficult domain posing a combination of challenges not seen in most multi-agent learning research to date. We use a team of RL agents, each of which is responsible for controlling one elevator car. The team receives a global reward signal which appears noisy to each agent due to the effects of the actions of the other agents, the random nature of the arrivals and the incomplete observation of the state. In spite of these complications, we show results that in simulation surpass the best of the heuristic elevator control algorithms of which we are aware. These results demonstrate the power of multi-agent RL on a very large scale stochastic dynamic optimization problem of practical utility.  相似文献   

8.
Basketball is one of the most popular sports games in the world. Professional basketball has become a significant contributor to global economics and business. Considerable funds attracted by the game motivate participants of the sporting process (players, coaches, club owners, administration and etc.) to strive for better athletic results, this way promoting internal and external rivalry. A large number of players and the desire of teams to attract better team members as well as improve the quality of the already available athletes, boost the use of assessment and rating processes. The most popular and widely used player rating systems are based on performance statistics, which reflect situational factors of the game. Most specialists believe that such systems lack objectivity. Meanwhile, the Authors suggest a systematic solution, i.e. an adjusted well-known TOPSIS method and principles for the design of the algorithm based on the method. As a consistent problem solving system, algorithms based on multi-criteria decision-making are regarded to be simple and clear, suitable to substantiate solutions as well as easily applied in practise. Methodologies used by the Authors will help ensuring a greater efficiency of player and team rating, more accurate prognoses of sports results, team formation, and optimisation of the training process considering individualism of team players and encouraging their versatility, i.e. conformity to general physical preparedness norms of the team. The suggested research methods could be used in other sports. Furthermore, these principles could be used in business management for team formation.  相似文献   

9.
Logistic Regression,AdaBoost and Bregman Distances   总被引:8,自引:0,他引:8  
Collins  Michael  Schapire  Robert E.  Singer  Yoram 《Machine Learning》2002,48(1-3):253-285
We give a unified account of boosting and logistic regression in which each learning problem is cast in terms of optimization of Bregman distances. The striking similarity of the two problems in this framework allows us to design and analyze algorithms for both simultaneously, and to easily adapt algorithms designed for one problem to the other. For both problems, we give new algorithms and explain their potential advantages over existing methods. These algorithms are iterative and can be divided into two types based on whether the parameters are updated sequentially (one at a time) or in parallel (all at once). We also describe a parameterized family of algorithms that includes both a sequential- and a parallel-update algorithm as special cases, thus showing how the sequential and parallel approaches can themselves be unified. For all of the algorithms, we give convergence proofs using a general formalization of the auxiliary-function proof technique. As one of our sequential-update algorithms is equivalent to AdaBoost, this provides the first general proof of convergence for AdaBoost. We show that all of our algorithms generalize easily to the multiclass case, and we contrast the new algorithms with the iterative scaling algorithm. We conclude with a few experimental results with synthetic data that highlight the behavior of the old and newly proposed algorithms in different settings.  相似文献   

10.
We develop algorithmic optimizations to improve the cache performance of four fundamental graph algorithms. We present a cache-oblivious implementation of the Floyd-Warshall algorithm for the fundamental graph problem of all-pairs shortest paths by relaxing some dependencies in the iterative version. We show that this implementation achieves the lower bound on processor-memory traffic of /spl Omega/(N/sup 3///spl radic/C), where N and C are the problem size and cache size, respectively. Experimental results show that this cache-oblivious implementation shows more than six times the improvement in real execution time over that of the iterative implementation with the usual row major data layout, on three state-of-the-art architectures. Second, we address Dijkstra's algorithm for the single-source shortest paths problem and Prim's algorithm for minimum spanning tree problem. For these algorithms, we demonstrate up to two times the improvement in real execution time by using a simple cache-friendly graph representation, namely adjacency arrays. Finally, we address the matching algorithm for bipartite graphs. We show performance improvements of two to three times in real execution time by using the technique of making the algorithm initially work on subproblems to generate a suboptimal solution and, then, solving the whole problem using the suboptimal solution as a starting point. Experimental results are shown for the Pentium III, UltraSPARC III, Alpha 21264, and MIPS R12000 machines.  相似文献   

11.
This paper proposes a novel adversarial optimization approach to efficient outlier removal in computer vision. We characterize the outlier removal problem as a game that involves two players of conflicting interests, namely, model optimizer and outliers. Such an adversarial view not only brings new insights into some existing methods, but also gives rise to a general optimization framework that provably unifies them. Under the proposed framework, we develop a new outlier removal approach that is able to offer a much needed control over the trade-off between reliability and speed, which is usually not available in previous methods. Underlying the proposed approach is a mixed-integer minmax (convex-concave) problem formulation. Although a minmax problem is generally not amenable to efficient optimization, we show that for some commonly used vision objective functions, an equivalent Linear Program reformulation exists. This significantly simplifies the optimization. We demonstrate our method on two representative multiview geometry problems. Experiments on real image data illustrate superior practical performance of our method over recent techniques.  相似文献   

12.
The herein studied problem is motivated by practical needs of our participation in the Mohamed Bin Zayed International Robotics Challenge (MBZIRC) 2017 in which a team of unmanned aerial vehicles (UAVs) is requested to collect objects in the given area as quickly as possible and score according to the rewards associated with the objects. The mission time is limited, and the most time‐consuming operation is the collection of the objects themselves. Therefore, we address the problem to quickly identify the most valuable objects as surveillance planning with curvature‐constrained trajectories. The problem is formulated as a multivehicle variant of the Dubins traveling salesman problem with neighborhoods (DTSPN). Based on the evaluation of existing approaches to the DTSPN, we propose to use unsupervised learning to find satisfiable solutions with low computational requirements. Moreover, the flexibility of unsupervised learning allows considering trajectory parametrization that better fits the motion constraints of the utilized hexacopters that are not limited by the minimal turning radius as the Dubins vehicle. We propose to use Bézier curves to exploit the maximal vehicle velocity and acceleration limits. Besides, we further generalize the proposed approach to 3D surveillance planning. We report on evaluation results of the developed algorithms and experimental verification of the planned trajectories using the real UAVs utilized in our participation in MBZIRC 2017.  相似文献   

13.
Imbalance classification techniques have been frequently applied in many machine learning application domains where the number of the majority (or positive) class of a dataset is much larger than that of the minority (or negative) class. Meanwhile, feature selection (FS) is one of the key techniques for the high-dimensional classification task in a manner which greatly improves the classification performance and the computational efficiency. However, most studies of feature selection and imbalance classification are restricted to off-line batch learning, which is not well adapted to some practical scenarios. In this paper, we aim to solve high-dimensional imbalanced classification problem accurately and efficiently with only a small number of active features in an online fashion, and we propose two novel online learning algorithms for this purpose. In our approach, a classifier which involves only a small and fixed number of features is constructed to classify a sequence of imbalanced data received in an online manner. We formulate the construction of such online learner into an optimization problem and use an iterative approach to solve the problem based on the passive-aggressive (PA) algorithm as well as a truncated gradient (TG) method. We evaluate the performance of the proposed algorithms based on several real-world datasets, and our experimental results have demonstrated the effectiveness of the proposed algorithms in comparison with the baselines.  相似文献   

14.
Rate-distortion optimized streaming of packetized media   总被引:10,自引:0,他引:10  
This paper addresses the problem of streaming packetized media over a lossy packet network in a rate-distortion optimized way. We show that although the data units in a media presentation generally depend on each other according to a directed acyclic graph, the problem of rate-distortion optimized streaming of an entire presentation can be reduced to the problem of error-cost optimized transmission of an isolated data unit. We show how to solve the latter problem in a variety of scenarios, including the important common scenario of sender-driven streaming with feedback over a best-effort network, which we couch in the framework of Markov decision processes. We derive a fast practical algorithm for nearly optimal streaming in this scenario, and we derive a general purpose iterative descent algorithm for locally optimal streaming in arbitrary scenarios. Experimental results show that systems based on our algorithms have steady-state gains of 2-6 dB or more over systems that are not rate-distortion optimized. Furthermore, our systems essentially achieve the best possible performance: the operational distortion-rate function of the source at the capacity of the packet erasure channel.  相似文献   

15.
In this paper, we propose a method about task scheduling and data assignment on heterogeneous hybrid memory multiprocessor systems for real‐time applications. In a heterogeneous hybrid memory multiprocessor system, an important problem is how to schedule real‐time application tasks to processors and assign data to hybrid memories. The hybrid memory consists of dynamic random access memory and solid state drives when considering the performance of solid state drives into the scheduling policy. To solve this problem, we propose two heuristic algorithms called improvement greedy algorithm and the data assignment according to the task scheduling algorithm, which generate a near‐optimal solution for real‐time applications in polynomial time. We evaluate the performance of our algorithms by comparing them with a greedy algorithm, which is commonly used to solve heterogeneous task scheduling problem. Based on our extensive simulation study, we observe that our algorithms exhibit excellent performance and demonstrate that considering data allocation in task scheduling is significant for saving energy. We conduct experiments on two heterogeneous multiprocessor systems. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

16.
Interface evolution problems are often solved elegantly by the level set method, which generally requires the time-consuming reinitialization process. In order to avoid reinitialization, we reformulate the variational model as a constrained optimization problem. Then we present an augmented Lagrangian method and a projection Lagrangian method to solve the constrained model and propose two gradient-type algorithms. For the augmented Lagrangian method, we employ the Uzawa scheme to update the Lagrange multiplier. For the projection Lagrangian method, we use the variable splitting technique and get an explicit expression for the Lagrange multiplier. We apply the two approaches to the Chan-Vese model and obtain two efficient alternating iterative algorithms based on the semi-implicit additive operator splitting scheme. Numerical results on various synthetic and real images are provided to compare our methods with two others, which demonstrate effectiveness and efficiency of our algorithms.  相似文献   

17.
In this paper, we address the problem of a mobile intruder jamming the communication network in a vehicular formation. In order to understand the spatial aspect of the jamming problem, we consider a jamming model that takes into account the relative distance of the jammer from the vehicles. We formulate the problem as a zero-sum pursuit-evasion game between a jammer and a team of players with players possessing heterogeneous dynamics. We use Isaacs’ approach to arrive at the equations governing the optimal strategies of the team of players. Finally, we obtain the optimal trajectories in the neighborhood of termination by numerically simulating the strategies for some variants of the problem.  相似文献   

18.
In this paper we consider the resource-constrained project scheduling problem with multiple execution modes for each activity and minimization of the makespan. To solve this problem, we propose a differential evolution (DE) algorithm. We focus on the performance of this algorithm to solve the problem within small time per activity. Finally, we present the results of our thorough computational study. Results obtained on six classes of test problems and comparison with other algorithms from the literature show that our algorithm gives better solutions.  相似文献   

19.
Feature-based methods for image registration frequently encounter the correspondence problem. In this paper, we formulate feature-based image registration as a manifold alignment problem, and present a novel matching method for finding the correspondences among different images containing the same object. Different from the semi-supervised manifold alignment, our methods map the data sets to the underlying common manifold without using correspondence information. An iterative multiplicative updating algorithm is proposed to optimize the objective, and its convergence is guaranteed theoretically. The proposed approach has been tested for matching accuracy, and robustness to outliers. Its performance on synthetic and real images is compared with the state-of-the-art reference algorithms.  相似文献   

20.
In this paper, we consider the design and implementation of practical pursuit-evasion games with networked robots, where a communication network provides sensing-at-a-distance as well as a communication backbone that enables tighter coordination between pursuers. We first develop, using the theory of zero-sum games, an algorithm that computes the minimal completion time strategy for pursuit-evasion when pursuers and evaders have same speed, and when all players make optimal decisions based on complete knowledge. Then, we extend this algorithm to when evader are significantly faster than pursuers. Unfortunately, these algorithms do not scale beyond a small number of robots. To overcome this problem, we design and implement a partition algorithm where pursuers capture evaders by decomposing the game into multiple multi-pursuer single-evader games. We show that the partition algorithm terminates, has bounded capture time, is robust, and is scalable in the number of robots. We then describe the design of a real-world mobile robot-based pursuit evasion game. We validate our algorithms by experiments in a moderate-scale testbed in a challenging office environment. Overall, our work illustrates an innovative interplay between robotics and communication.  相似文献   

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