Transfer Learning
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Transfer Learning
Transfer learning (TL) is a research problem in machine learning (ML) that focuses on storing knowledge gained while solving one problem and applying it to a different but related problem. For example, knowledge gained while learning to recognize cars could apply when trying to recognize trucks. This area of research bears some relation to the long history of psychological literature on transfer of learning, although practical ties between the two fields are limited. From the practical standpoint, reusing or transferring information from previously learned tasks for the learning of new tasks has the potential to significantly improve the sample efficiency of a reinforcement learning agent. History In 1976, Stevo Bozinovski and Ante Fulgosi published a paper explicitly addressing transfer learning in neural networks training. The paper gives a mathematical and geometrical model of transfer learning. In 1981, a report was given on the application of transfer learning in training ...
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Multitask Optimization
Multi-task optimization is a paradigm in the optimization literature that focuses on solving multiple self-contained tasks simultaneously.Gupta, A., Ong, Y. S., & Feng, L. (2018)Insights on transfer optimization: Because experience is the best teacher IEEE Transactions on Emerging Topics in Computational Intelligence, 2(1), 51-64.Gupta, A., Ong, Y. S., & Feng, L. (2016)Multifactorial evolution: toward evolutionary multitasking.IEEE Transactions on Evolutionary Computation, 20(3), 343-357. The paradigm has been inspired by the well-established concepts of transfer learning and multi-task learning in predictive analytics. The key motivation behind multi-task optimization is that if optimization tasks are related to each other in terms of their optimal solutions or the general characteristics of their function landscapes, the search progress can be transferred to substantially accelerate the search on the other. The success of the paradigm is not necessarily limited to one-way kno ...
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Machine Learning
Machine learning (ML) is a field of inquiry devoted to understanding and building methods that 'learn', that is, methods that leverage data to improve performance on some set of tasks. It is seen as a part of artificial intelligence. Machine learning algorithms build a model based on sample data, known as training data, in order to make predictions or decisions without being explicitly programmed to do so. Machine learning algorithms are used in a wide variety of applications, such as in medicine, email filtering, speech recognition, agriculture, and computer vision, where it is difficult or unfeasible to develop conventional algorithms to perform the needed tasks.Hu, J.; Niu, H.; Carrasco, J.; Lennox, B.; Arvin, F.,Voronoi-Based Multi-Robot Autonomous Exploration in Unknown Environments via Deep Reinforcement Learning IEEE Transactions on Vehicular Technology, 2020. A subset of machine learning is closely related to computational statistics, which focuses on making predicti ...
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General Game Playing
General game playing (GGP) is the design of artificial intelligence programs to be able to play more than one game successfully. For many games like chess, computers are programmed to play these games using a specially designed algorithm, which cannot be transferred to another context. For instance, a chess-playing computer program cannot play checkers. General game playing is considered as a necessary milestone on the way to artificial general intelligence. General video game playing (GVGP) is the concept of GGP adjusted to the purpose of playing video games. For video games, game rules have to be either learnt over multiple iterations by artificial players like TD-Gammon, or are predefined manually in a domain-specific language and sent in advance to artificial players like in traditional GGP. Starting in 2013, significant progress was made following the deep reinforcement learning approach, including the development of programs that can learn to play Atari 2600 games as well ...
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Multi-task Learning
Multi-task learning (MTL) is a subfield of machine learning in which multiple learning tasks are solved at the same time, while exploiting commonalities and differences across tasks. This can result in improved learning efficiency and prediction accuracy for the task-specific models, when compared to training the models separately. Early versions of MTL were called "hints". In a widely cited 1997 paper, Rich Caruana gave the following characterization:Multitask Learning is an approach to inductive transfer that improves generalization by using the domain information contained in the training signals of related tasks as an inductive bias. It does this by learning tasks in parallel while using a shared representation; what is learned for each task can help other tasks be learned better. In the classification context, MTL aims to improve the performance of multiple classification tasks by learning them jointly. One example is a spam-filter, which can be treated as distinct but relate ...
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General Game Playing
General game playing (GGP) is the design of artificial intelligence programs to be able to play more than one game successfully. For many games like chess, computers are programmed to play these games using a specially designed algorithm, which cannot be transferred to another context. For instance, a chess-playing computer program cannot play checkers. General game playing is considered as a necessary milestone on the way to artificial general intelligence. General video game playing (GVGP) is the concept of GGP adjusted to the purpose of playing video games. For video games, game rules have to be either learnt over multiple iterations by artificial players like TD-Gammon, or are predefined manually in a domain-specific language and sent in advance to artificial players like in traditional GGP. Starting in 2013, significant progress was made following the deep reinforcement learning approach, including the development of programs that can learn to play Atari 2600 games as well ...
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Domain Adaptation
Domain adaptation is a field associated with machine learning and transfer learning. This scenario arises when we aim at learning from a source data distribution a well performing model on a different (but related) target data distribution. For instance, one of the tasks of the common spam filtering problem consists in adapting a model from one user (the source distribution) to a new user who receives significantly different emails (the target distribution). Domain adaptation has also been shown to be beneficial for learning unrelated sources. Note that, when more than one source distribution is available the problem is referred to as multi-source domain adaptation. Overview Domain adaptation is the ability to apply an algorithm trained in one or more "source domains" to a different (but related) "target domain". Domain adaptation is a subcategory of transfer learning. In domain adaptation, the source and target domains all have the same feature space (but different distribut ...
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Crossover (genetic Algorithm)
In genetic algorithms and evolutionary computation, crossover, also called recombination, is a genetic operator used to combine the genetic information of two parents to generate new offspring. It is one way to stochastically generate new solutions from an existing population, and is analogous to the crossover that happens during sexual reproduction in biology. Solutions can also be generated by cloning an existing solution, which is analogous to asexual reproduction. Newly generated solutions are typically mutated before being added to the population. Different algorithms in evolutionary computation may use different data structures to store genetic information, and each genetic representation can be recombined with different crossover operators. Typical data structures that can be recombined with crossover are bit arrays, vectors of real numbers, or trees. Examples Traditional genetic algorithms store genetic information in a chromosome represented by a bit array. Crossover m ...
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Convolutional Neural Network
In deep learning, a convolutional neural network (CNN, or ConvNet) is a class of artificial neural network (ANN), most commonly applied to analyze visual imagery. CNNs are also known as Shift Invariant or Space Invariant Artificial Neural Networks (SIANN), based on the shared-weight architecture of the convolution kernels or filters that slide along input features and provide translation-equivariant responses known as feature maps. Counter-intuitively, most convolutional neural networks are not invariant to translation, due to the downsampling operation they apply to the input. They have applications in image and video recognition, recommender systems, image classification, image segmentation, medical image analysis, natural language processing, brain–computer interfaces, and financial time series. CNNs are regularized versions of multilayer perceptrons. Multilayer perceptrons usually mean fully connected networks, that is, each neuron in one layer is connected to all neuro ...
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Artificial Neural Network
Artificial neural networks (ANNs), usually simply called neural networks (NNs) or neural nets, are computing systems inspired by the biological neural networks that constitute animal brains. An ANN is based on a collection of connected units or nodes called artificial neurons, which loosely model the neurons in a biological brain. Each connection, like the synapses in a biological brain, can transmit a signal to other neurons. An artificial neuron receives signals then processes them and can signal neurons connected to it. The "signal" at a connection is a real number, and the output of each neuron is computed by some non-linear function of the sum of its inputs. The connections are called ''edges''. Neurons and edges typically have a ''weight'' that adjusts as learning proceeds. The weight increases or decreases the strength of the signal at a connection. Neurons may have a threshold such that a signal is sent only if the aggregate signal crosses that threshold. Typically ...
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Gesture Recognition
Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. It is a subdiscipline of computer vision. Gestures can originate from any bodily motion or state, but commonly originate from the face or hand. Focuses in the field include emotion recognition from face and hand gesture recognition, since they are all expressions. Users can make simple gestures to control or interact with devices without physically touching them. Many approaches have been made using cameras and computer vision algorithms to interpret sign language, however, the identification and recognition of posture, gait, proxemics, and human behaviors is also the subject of gesture recognition techniques. Gesture recognition can be seen as a way for computers to begin to understand human body language, thus building a better bridge between machines and humans than older text user interfaces or even GUIs (graphical user interf ...
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Electroencephalographic
Electroencephalography (EEG) is a method to record an electrogram of the spontaneous electrical activity of the brain. The biosignals detected by EEG have been shown to represent the postsynaptic potentials of pyramidal neurons in the neocortex and allocortex. It is typically non-invasive, with the EEG electrodes placed along the scalp (commonly called "scalp EEG") using the 10–20 system (EEG), International 10-20 system, or variations of it. Electrocorticography, involving surgical placement of electrodes, is sometimes called "Electrocorticography, intracranial EEG". Clinical interpretation of EEG recordings is most often performed by visual inspection of the tracing or quantitative EEG, quantitative EEG analysis. Voltage fluctuations measured by the EEG bioamplifier and electrodes allow the evaluation of normal brain activity. As the electrical activity monitored by EEG originates in neurons in the underlying brain tissue, the recordings made by the electrodes on the surface ...
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Electromyographic
Electromyography (EMG) is a technique for evaluating and recording the electrical activity produced by skeletal muscles. EMG is performed using an medical instrument, instrument called an electromyograph to produce a record called an electromyogram. An electromyograph detects the electric potential generated by muscle cell (biology), cells when these cells are electrically or neurologically activated. The signals can be analyzed to detect abnormalities, activation level, or recruitment order, or to analyze the biomechanics of human or animal movement. Needle EMG is an electrodiagnostic medicine technique commonly used by neurologists. Surface EMG is a non-medical procedure used to assess muscle activation by several professionals, including physiotherapists, kinesiologists and biomedical engineers. In Computer Science, EMG is also used as middleware in gesture recognition towards allowing the input of physical action to a computer as a form of human-computer interaction. Clinical ...
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