Current Search: Learning from observation (x)
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- Title
- Learning Internal State Memory Representations from Observation.
- Creator
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Wong, Josiah, Gonzalez, Avelino, Liu, Fei, Wu, Annie, Ontanon, Santiago, Wiegand, Rudolf, University of Central Florida
- Abstract / Description
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Learning from Observation (LfO) is a machine learning paradigm that mimics how people learn in daily life: learning how to do something simply by watching someone else do it. LfO has been used in various applications, from video game agent creation to driving a car, but it has always been limited by the inability of an observer to know what a performing entity chooses to remember as they act in an environment. Various methods have either ignored the effects of memory or otherwise made...
Show moreLearning from Observation (LfO) is a machine learning paradigm that mimics how people learn in daily life: learning how to do something simply by watching someone else do it. LfO has been used in various applications, from video game agent creation to driving a car, but it has always been limited by the inability of an observer to know what a performing entity chooses to remember as they act in an environment. Various methods have either ignored the effects of memory or otherwise made simplistic assumptions about its structure. In this dissertation, we propose a new method, Memory Composition Learning, that captures the influence of a performer's memory in an observed behavior through the creation of an auxiliary memory feature set that explicitly models the aspects of the environment with significance for future decisions, and which can be used with a machine learning technique to provide salient information from memory. It advances the state of the art by automatically learning the internal structure of memory instead of ignoring or predefining it. This research is difficult in that memory modeling is an unsupervised learning problem that we elect to solve solely from unobtrusive observation. This research is significant for LfO in that it will allow learning techniques that otherwise could not use information from memory to use a tailored set of learned memory features that capture salient influences from memory and enable decision-making based on these influences for more effective learning performance. To validate our hypothesis, we implemented a prototype for modeling observed memory influences with our approach and applied it to simulated vacuum cleaner and lawn mower domains. Our investigation revealed that MCL was able to automatically learn memory features that describe the influences on an observed actor's internal state, and which improved learning performance of observed behaviors.
Show less - Date Issued
- 2019
- Identifier
- CFE0007879, ucf:52755
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007879
- Title
- LEARNING HUMAN BEHAVIOR FROM OBSERVATION FOR GAMING APPLICATIONS.
- Creator
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Moriarty, Christopher, Gonzalez, Avelino, University of Central Florida
- Abstract / Description
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The gaming industry has reached a point where improving graphics has only a small effect on how much a player will enjoy a game. One focus has turned to adding more humanlike characteristics into computer game agents. Machine learning techniques are being used scarcely in games, although they do offer powerful means for creating humanlike behaviors in agents. The first person shooter (FPS), Quake 2, is an open source game that offers a multi-agent environment to create game agents (bots) in....
Show moreThe gaming industry has reached a point where improving graphics has only a small effect on how much a player will enjoy a game. One focus has turned to adding more humanlike characteristics into computer game agents. Machine learning techniques are being used scarcely in games, although they do offer powerful means for creating humanlike behaviors in agents. The first person shooter (FPS), Quake 2, is an open source game that offers a multi-agent environment to create game agents (bots) in. This work attempts to combine neural networks with a modeling paradigm known as context based reasoning (CxBR) to create a contextual game observation (CONGO) system that produces Quake 2 agents that behave as a human player trains them to act. A default level of intelligence is instilled into the bots through contextual scripts to prevent the bot from being trained to be completely useless. The results show that the humanness and entertainment value as compared to a traditional scripted bot have improved, although, CONGO bots usually ranked only slightly above a novice skill level. Overall, CONGO is a technique that offers the gaming community a mode of game play that has promising entertainment value.
Show less - Date Issued
- 2007
- Identifier
- CFE0001694, ucf:47201
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001694
- Title
- FAMTILE: AN ALGORITHM FOR LEARNING HIGH-LEVEL TACTICAL BEHAVIOR FROM OBSERVATION.
- Creator
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Stensrud, Brian, Gonzalez, Avelino, University of Central Florida
- Abstract / Description
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This research focuses on the learning of a class of behaviors defined as high-level behaviors. High-level behaviors are defined here as behaviors that can be executed using a sequence of identifiable behaviors. Represented by low-level contexts, these behaviors are known a priori to learning and can be modeled separately by a knowledge engineer. The learning task, which is achieved by observing an expert within simulation, then becomes the identification and representation of the low-level...
Show moreThis research focuses on the learning of a class of behaviors defined as high-level behaviors. High-level behaviors are defined here as behaviors that can be executed using a sequence of identifiable behaviors. Represented by low-level contexts, these behaviors are known a priori to learning and can be modeled separately by a knowledge engineer. The learning task, which is achieved by observing an expert within simulation, then becomes the identification and representation of the low-level context sequence executed by the expert. To learn this sequence, this research proposes FAMTILE - the Fuzzy ARTMAP / Template-Based Interpretation Learning Engine. This algorithm attempts to achieve this learning task by constructing rules that govern the low-level context transitions made by the expert. By combining these rules with models for these low-level context behaviors, it is hypothesized that an intelligent model for the expert can be created that can adequately model his behavior. To evaluate FAMTILE, four testing scenarios were developed that attempt to achieve three distinct evaluation goals: assessing the learning capabilities of Fuzzy ARTMAP, evaluating the ability of FAMTILE to correctly predict expert actions and context choices given an observation, and creating a model of the expert's behavior that can perform the high-level task at a comparable level of proficiency.
Show less - Date Issued
- 2005
- Identifier
- CFE0000503, ucf:46455
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000503
- Title
- CONTEXTUALIZING OBSERVATIONAL DATA FOR MODELING HUMAN PERFORMANCE.
- Creator
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Trinh, Viet, Gonzalez, Avelino, University of Central Florida
- Abstract / Description
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This research focuses on the ability to contextualize observed human behaviors in efforts to automate the process of tactical human performance modeling through learning from observations. This effort to contextualize human behavior is aimed at minimizing the role and involvement of the knowledge engineers required in building intelligent Context-based Reasoning (CxBR) agents. More specifically, the goal is to automatically discover the context in which a human actor is situated when...
Show moreThis research focuses on the ability to contextualize observed human behaviors in efforts to automate the process of tactical human performance modeling through learning from observations. This effort to contextualize human behavior is aimed at minimizing the role and involvement of the knowledge engineers required in building intelligent Context-based Reasoning (CxBR) agents. More specifically, the goal is to automatically discover the context in which a human actor is situated when performing a mission to facilitate the learning of such CxBR models. This research is derived from the contextualization problem left behind in Fernlund's research on using the Genetic Context Learner (GenCL) to model CxBR agents from observed human performance [Fernlund, 2004]. To accomplish the process of context discovery, this research proposes two contextualization algorithms: Contextualized Fuzzy ART (CFA) and Context Partitioning and Clustering (COPAC). The former is a more naive approach utilizing the well known Fuzzy ART strategy while the latter is a robust algorithm developed on the principles of CxBR. Using Fernlund's original five drivers, the CFA and COPAC algorithms were tested and evaluated on their ability to effectively contextualize each driver's individualized set of behaviors into well-formed and meaningful context bases as well as generating high-fidelity agents through the integration with Fernlund's GenCL algorithm. The resultant set of agents was able to capture and generalized each driver's individualized behaviors.
Show less - Date Issued
- 2009
- Identifier
- CFE0002563, ucf:48253
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002563