In the past few years many systems for learning decision rules from examples were developed. As different systems allow different types of answers when classifying new instances, it is difficult to appropriately evaluate the systems' classification power in comparison with other classification systems or in comparison with human experts. Classification accuracy is usually used as a measure of classification performance. This measure is, however, known to have several defects. A fair evaluation criterion should exclude the influence of the class probabilities which may enable a completely uninformed classifier to trivially achieve high classification accuracy. In this paper a method for evaluating the information score of a classifier's answers is proposed. It excludes the influence of prior probabilities, deals with various types of imperfect or probabilistic answers and can be used also for comparing the performance in different domains. 相似文献
Self-knowledge is a concept that is present in several philosophies. In this article, we consider the issue of whether or not a learning algorithm can in some sense possess self-knowledge. The question is answered affirmatively. Self-learning inductive inference algorithms are taken to be those that learn programs for their own algorithms, in addition to other functions. La connaissance de soi est un concept qui se retrouve dans plusieurs philosophies. Dans cet article, les auteurs s'interrogent à savoir si un algorithme d' apprentissage peut dans une certaine mesure posséder la connaissance de soi. lis apportent une reponse positive a cette question. Les algorithmes d'inference inductive autodidactes sont ceux qui font l'apprentissage de programmes pour leurs propres algorithmes, en plus d' autres fonctions. 相似文献
Using state assignment to minimize power dissipation and area for finite state machines is computationally hard.Most of published results show that the reduction of switching activity often trades with area penalty.In this paper,a new approach is proposed.Experimental results show a significant reduction of switching activity without area penalty compared with previous publications. 相似文献
Evaluating the design of flexible manufacturing systems is complex. Developing a measure of performance useful for evaluating alternate designs continues to be interesting. Here, total productivity of the system is proposed as an appropriate measure. Specification of parameters based upon strategic considerations for this measure are discussed. Finally, the usefulness of the measure is demonstrated through an example. 相似文献
We consider the problem of PAC-learning distributions over strings, represented by probabilistic deterministic finite automata (PDFAs). PDFAs are a probabilistic model for the generation of strings of symbols, that have been used in the context of speech and handwriting recognition, and bioinformatics. Recent work on learning PDFAs from random examples has used the KL-divergence as the error measure; here we use the variation distance. We build on recent work by Clark and Thollard, and show that the use of the variation distance allows simplifications to be made to the algorithms, and also a strengthening of the results; in particular that using the variation distance, we obtain polynomial sample size bounds that are independent of the expected length of strings. 相似文献
Learning to act in a multiagent environment is a difficult problem since the normal definition of an optimal policy no longer applies. The optimal policy at any moment depends on the policies of the other agents. This creates a situation of learning a moving target. Previous learning algorithms have one of two shortcomings depending on their approach. They either converge to a policy that may not be optimal against the specific opponents' policies, or they may not converge at all. In this article we examine this learning problem in the framework of stochastic games. We look at a number of previous learning algorithms showing how they fail at one of the above criteria. We then contribute a new reinforcement learning technique using a variable learning rate to overcome these shortcomings. Specifically, we introduce the WoLF principle, “Win or Learn Fast”, for varying the learning rate. We examine this technique theoretically, proving convergence in self-play on a restricted class of iterated matrix games. We also present empirical results on a variety of more general stochastic games, in situations of self-play and otherwise, demonstrating the wide applicability of this method. 相似文献
Camera calibration is the first step of three-dimensional machine vision. A fundamental parameter to be calibrated is the position of the camera projection center with respect to the image plane. This paper presents a method for the computation of the projection center position using images of a translating rigid object, taken by the camera itself.
Many works have been proposed in literature to solve the calibration problem, but this method has several desirable features. The projection center position is computed directly, independently of all other camera parameters. The dimensions and position of the object used for calibration can be completely unknown.
This method is based on a geometric relation between the projection center and the focus of expansion. The use of this property enables the problem to be split into two parts. First a suitable number of focuses of expansion are computed from the images of the translating object. Then the focuses of expansion are taken as landmarks to build a spatial back triangulation problem, the solution of which gives the projection center position. 相似文献