COMET is a single-pass MapReduce algorithm for learning on large-scale data. It builds multiple random forest ensembles on distributed blocks of data and merges them into a mega-ensemble. This approach is appropriate when learning from massive-scale data that is too large to fit on a single machine. To get the best accuracy, IVoting should be used instead of bagging to generate the training subset for each decision tree in the random forest. Experiments with two large datasets (5GB and 50GB compressed) show that COMET compares favorably (in both accuracy and training time) to learning on a subsample of data using a serial algorithm. Finally, we propose a new Gaussian approach for lazy ensemble evaluation which dynamically decides how many ensemble members to evaluate per data point; this can reduce evaluation cost by 100X or more
Training simulators have become increasingly popular tools for instructing humans on performance in complex environments. However, the question of how to provide individualized and scenario-specific assessment and feedback to students remains largely an open question. In this work, we follow-up on previous evaluations of the Automated Expert Modeling and Automated Student Evaluation (AEMASE) system, which automatically assesses student performance based on observed examples of good and bad performance in a given domain. The current study provides a rigorous empirical evaluation of the enhanced training effectiveness achievable with this technology. In particular, we found that students given feedback via the AEMASE-based debrief tool performed significantly better than students given only instructor feedback on two out of three domain-specific performance metrics.
People responding to high-consequence national-security situations need tools to help them make the right decision quickly. The dynamic, time-critical, and ever-changing nature of these situations, especially those involving an adversary, require models of decision support that can dynamically react as a situation unfolds and changes. Automated knowledge capture is a key part of creating individualized models of decision making in many situations because it has been demonstrated as a very robust way to populate computational models of cognition. However, existing automated knowledge capture techniques only populate a knowledge model with data prior to its use, after which the knowledge model is static and unchanging. In contrast, humans, including our national-security adversaries, continually learn, adapt, and create new knowledge as they make decisions and witness their effect. This artificial dichotomy between creation and use exists because the majority of automated knowledge capture techniques are based on traditional batch machine-learning and statistical algorithms. These algorithms are primarily designed to optimize the accuracy of their predictions and only secondarily, if at all, concerned with issues such as speed, memory use, or ability to be incrementally updated. Thus, when new data arrives, batch algorithms used for automated knowledge capture currently require significant recomputation, frequently from scratch, which makes them ill suited for use in dynamic, timecritical, high-consequence decision making environments. In this work we seek to explore and expand upon the capabilities of dynamic, incremental models that can adapt to an ever-changing feature space.4
The object of the "Enabling Immersive Simulation for Complex Systems Analysis and Training" LDRD has been to research, design, and engineer a capability to develop simulations which (1) provide a rich, immersive interface for participation by real humans (exploiting existing high-performance game-engine technology wherever possible), and (2) can leverage Sandia's substantial investment in high-fidelity physical and cognitive models implemented in the Umbra simulation framework. We report here on these efforts. First, we describe the integration of Sandia's Umbra modular simulation framework with the open-source Delta3D game engine. Next, we report on Umbra's integration with Sandia's Cognitive Foundry, specifically to provide for learning behaviors for "virtual teammates" directly from observed human behavior. Finally, we describe the integration of Delta3D with the ABL behavior engine, and report on research into establishing the theoretical framework that will be required to make use of tools like ABL to scale up to increasingly rich and realistic virtual characters. 5 CONTENTS
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