Evolution of cooperation and competition can appear when multiple adaptive agents share a biological, social, or technological niche. In the present work we study how cooperation and competition emerge between autonomous agents that learn by reinforcement while using only their raw visual input as the state representation. In particular, we extend the Deep Q-Learning framework to multiagent environments to investigate the interaction between two learning agents in the well-known video game Pong. By manipulating the classical rewarding scheme of Pong we show how competitive and collaborative behaviors emerge. We also describe the progression from competitive to collaborative behavior when the incentive to cooperate is increased. Finally we show how learning by playing against another adaptive agent, instead of against a hard-wired algorithm, results in more robust strategies. The present work shows that Deep Q-Networks can become a useful tool for studying decentralized learning of multiagent systems coping with high-dimensional environments.
Recent advances in the field of artificial intelligence have revealed principles about neural processing, in particular about vision. Previous work demonstrated a direct correspondence between the hierarchy of the human visual areas and layers of deep convolutional neural networks (DCNN) trained on visual object recognition. We use DCNN to investigate which frequency bands correlate with feature transformations of increasing complexity along the ventral visual pathway. By capitalizing on intracranial depth recordings from 100 patients we assess the alignment between the DCNN and signals at different frequency bands. We find that gamma activity (30–70 Hz) matches the increasing complexity of visual feature representations in DCNN. These findings show that the activity of the DCNN captures the essential characteristics of biological object recognition not only in space and time, but also in the frequency domain. These results demonstrate the potential that artificial intelligence algorithms have in advancing our understanding of the brain.
In this work, a classification method for SSVEP-based BCI is proposed. The classification method uses features extracted by traditional SSVEP-based BCI methods and finds optimal discrimination thresholds for each feature to classify the targets. Optimising the thresholds is formalised as a maximisation task of a performance measure of BCIs called information transfer rate (ITR). However, instead of the standard method of calculating ITR, which makes certain assumptions about the data, a more general formula is derived to avoid incorrect ITR calculation when the standard assumptions are not met. This allows the optimal discrimination thresholds to be automatically calculated and thus eliminates the need for manual parameter selection or performing computationally expensive grid searches.The proposed method shows good performance in classifying targets of a BCI, outperforming previously reported results on the same dataset by a factor of 2 in terms of ITR. The highest achieved ITR on the used dataset was 62 bit/min. The proposed method also provides a way to reduce false classifications, which is important in real-world applications.
Abstract-Model precision in a classification task is highly dependent on the feature space that is used to train the model. Moreover, whether the features are sequential or static will dictate which classification method can be applied as most of the machine learning algorithms are designed to deal with either one or another type of data. In real-life scenarios, however, it is often the case that both static and dynamic features are present, or can be extracted from the data. In this work, we demonstrate how generative models such as Hidden Markov Models (HMM) and Long Short-Term Memory (LSTM) artificial neural networks can be used to extract temporal information from the dynamic data. We explore how the extracted information can be combined with the static features in order to improve the classification performance. We evaluate the existing techniques and suggest a hybrid approach, which outperforms other methods on several public datasets.
Previous work demonstrated a direct correspondence between the hierarchy of the human visual areas and layers of deep convolutional neural networks (DCNN) trained on visual object recognition. We used DCNNs to investigate which frequency bands correlate with feature transformations of increasing complexity along the ventral visual pathway. By capitalizing on intracranial depth recordings from 100 patients and 11293 electrodes we assessed the alignment between the DCNN and signals at different frequency bands in different time windows. We found that gamma activity, especially in the lower spectrum (30 − 70 Hz), matched the increasing complexity of visual feature representations in the DCNN. These findings show that the activity of the DCNN captures the essential characteristics of biological object recognition not only in space and time, but also in the frequency domain. These results also demonstrate the potential that modern artificial intelligence algorithms have in advancing our understanding of the brain. Studying intracranial depth recordings allowed us to extend pre-8 vious works by assessing when and at which frequency bands the 9 activity of the visual system corresponds to the DCNN. Our key 10 Significance Statement
Objective. Numerous studies in the area of BCI are focused on the search for a better experimental paradigm -a set of mental actions that a user can evoke consistently and a machine can discriminate reliably. Examples of such mental activities are motor imagery, mental computations, etc. We propose a technique that instead allows the user to try different mental actions in the search for the ones that will work best. Approach. The system is based on a modification of the self-organizing map (SOM) algorithm and enables interactive communication between the user and the learning system through a visualization of user's mental state space. During the interaction with the system the user converges on the paradigm that is most efficient and intuitive for that particular user. Main results. Results of the two experiments, one allowing muscular activity, another permitting mental activity only, demonstrate soundness of the proposed method and offer preliminary validation of the performance improvement over the traditional closed-loop feedback approach. Significance. The proposed method allows a user to visually explore their mental state space in real time, opening new opportunities for scientific inquiry. The application of this method to the area of brain-computer interfaces enables more efficient search for the mental states that will allow a user to reliably control a BCI system.
Success stories of applied machine learning can be traced back to the datasets and environments that were put forward as challenges for the community. The challenge that the community sets as a benchmark is usually the challenge that the community eventually solves. The ultimate challenge of reinforcement learning research is to train real agents to operate in the real environment, but until now there has not been a common real-world RL benchmark. In this work, we present a prototype real-world environment from OffWorld Gym -a collection of real-world environments for reinforcement learning in robotics with free public remote access. Close integration into existing ecosystem allows the community to start using OffWorld Gym without any prior experience in robotics and takes away the burden of managing a physical robotics system, abstracting it under a familiar API. We introduce a navigation task, where a robot has to reach a visual beacon on an uneven terrain using only the camera input and provide baseline results in both the real environment and the simulated replica. To start training, visit https://gym.offworld.ai.
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