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  • af Zhiyuan Liu
    672,95 kr.

    Graphs are useful data structures in complex real-life applications such as modeling physical systems, learning molecular fingerprints, controlling traffic networks, and recommending friends in social networks. However, these tasks require dealing with non-Euclidean graph data that contains rich relational information between elements and cannot be well handled by traditional deep learning models (e.g., convolutional neural networks (CNNs) or recurrent neural networks (RNNs)). Nodes in graphs usually contain useful feature information that cannot be well addressed in most unsupervised representation learning methods (e.g., network embedding methods). Graph neural networks (GNNs) are proposed to combine the feature information and the graph structure to learn better representations on graphs via feature propagation and aggregation. Due to its convincing performance and high interpretability, GNN has recently become a widely applied graph analysis tool.This book provides a comprehensive introduction to the basic concepts, models, and applications of graph neural networks. It starts with the introduction of the vanilla GNN model. Then several variants of the vanilla model are introduced such as graph convolutional networks, graph recurrent networks, graph attention networks, graph residual networks, and several general frameworks. Variants for different graph types and advanced training methods are also included. As for the applications of GNNs, the book categorizes them into structural, non-structural, and other scenarios, and then it introduces several typical models on solving these tasks. Finally, the closing chapters provide GNN open resources and the outlook of several future directions.

  • af Zhiyuan Sun
    729,95 kr.

    Lifelong Machine Learning, Second Edition is an introduction to an advanced machine learning paradigm that continuously learns by accumulating past knowledge that it then uses in future learning and problem solving. In contrast, the current dominant machine learning paradigm learns in isolation: given a training dataset, it runs a machine learning algorithm on the dataset to produce a model that is then used in its intended application. It makes no attempt to retain the learned knowledge and use it in subsequent learning. Unlike this isolated system, humans learn effectively with only a few examples precisely because our learning is very knowledge-driven: the knowledge learned in the past helps us learn new things with little data or effort. Lifelong learning aims to emulate this capability, because without it, an AI system cannot be considered truly intelligent.Research in lifelong learning has developed significantly in the relatively short time since the first edition of this book was published. The purpose of this second edition is to expand the definition of lifelong learning, update the content of several chapters, and add a new chapter about continual learning in deep neural networks-which has been actively researched over the past two or three years. A few chapters have also been reorganized to make each of them more coherent for the reader. Moreover, the authors want to propose a unified framework for the research area. Currently, there are several research topics in machine learning that are closely related to lifelong learning-most notably, multi-task learning, transfer learning, and meta-learning-because they also employ the idea of knowledge sharing and transfer. This book brings all these topics under one roof and discusses their similarities and differences. Its goal is to introduce this emerging machine learning paradigm and present a comprehensive survey and review of the important research results and latest ideas in the area. This book is thus suitable for students, researchers, and practitioners who are interested in machine learning, data mining, natural language processing, or pattern recognition. Lecturers can readily use the book for courses in any of these related fields.

  • af Michael Genesereth
    417,95 kr.

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at "e;runtime"e; (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player. GGP is an interesting application in its own right. It is intellectually engaging and more than a little fun. But it is much more than that. It provides a theoretical framework for modeling discrete dynamic systems and defining rationality in a way that takes into account problem representation and complexities like incompleteness of information and resource bounds. It has practical applications in areas where these features are important, e.g., in business and law. More fundamentally, it raises questions about the nature of intelligence and serves as a laboratory in which to evaluate competing approaches to artificial intelligence. This book is an elementary introduction to General Game Playing (GGP). (1) It presents the theory of General Game Playing and leading GGP technologies. (2) It shows how to create GGP programs capable of competing against other programs and humans. (3) It offers a glimpse of some of the real-world applications of General Game Playing.

  • af Sonia Dechter
    405,95 kr.

    Learning from Demonstration (LfD) explores techniques for learning a task policy from examples provided by a human teacher. The field of LfD has grown into an extensive body of literature over the past 30 years, with a wide variety of approaches for encoding human demonstrations and modeling skills and tasks. Additionally, we have recently seen a focus on gathering data from non-expert human teachers (i.e., domain experts but not robotics experts). In this book, we provide an introduction to the field with a focus on the unique technical challenges associated with designing robots that learn from naive human teachers. We begin, in the introduction, with a unification of the various terminology seen in the literature as well as an outline of the design choices one has in designing an LfD system. Chapter 2 gives a brief survey of the psychology literature that provides insights from human social learning that are relevant to designing robotic social learners. Chapter 3 walks through an LfD interaction, surveying the design choices one makes and state of the art approaches in prior work. First, is the choice of input, how the human teacher interacts with the robot to provide demonstrations. Next, is the choice of modeling technique. Currently, there is a dichotomy in the field between approaches that model low-level motor skills and those that model high-level tasks composed of primitive actions. We devote a chapter to each of these. Chapter 7 is devoted to interactive and active learning approaches that allow the robot to refine an existing task model. And finally, Chapter 8 provides best practices for evaluation of LfD systems, with a focus on how to approach experiments with human subjects in this domain.

  • af Lirong Costa
    626,95 kr.

    The ubiquitous challenge of learning and decision-making from rank data arises in situations where intelligent systems collect preference and behavior data from humans, learn from the data, and then use the data to help humans make efficient, effective, and timely decisions. Often, such data are represented by rankings.This book surveys some recent progress toward addressing the challenge from the considerations of statistics, computation, and socio-economics. We will cover classical statistical models for rank data, including random utility models, distance-based models, and mixture models. We will discuss and compare classical and state-of-the-art algorithms, such as algorithms based on Minorize-Majorization (MM), Expectation-Maximization (EM), Generalized Method-of-Moments (GMM), rank breaking, and tensor decomposition. We will also introduce principled Bayesian preference elicitation frameworks for collecting rank data. Finally, we will examine socio-economic aspects of statistically desirable decision-making mechanisms, such as Bayesian estimators.This book can be useful in three ways: (1) for theoreticians in statistics and machine learning to better understand the considerations and caveats of learning from rank data, compared to learning from other types of data, especially cardinal data; (2) for practitioners to apply algorithms covered by the book for sampling, learning, and aggregation; and (3) as a textbook for graduate students or advanced undergraduate students to learn about the field.This book requires that the reader has basic knowledge in probability, statistics, and algorithms. Knowledge in social choice would also help but is not required.

  • af Michael Genesereth
    681,95 kr.

    Logic Programming is a style of programming in which programs take the form of sets of sentences in the language of Symbolic Logic. Over the years, there has been growing interest in Logic Programming due to applications in deductive databases, automated worksheets, Enterprise Management (business rules), Computational Law, and General Game Playing. This book introduces Logic Programming theory, current technology, and popular applications. In this volume, we take an innovative, model-theoretic approach to logic programming. We begin with the fundamental notion of datasets, i.e., sets of ground atoms. Given this fundamental notion, we introduce views, i.e., virtual relations; and we define classical logic programs as sets of view definitions, written using traditional Prolog-like notation but with semantics given in terms of datasets rather than implementation. We then introduce actions, i.e., additions and deletions of ground atoms; and we define dynamic logic programs as sets of action definitions. In addition to the printed book, there is an online version of the text with an interpreter and a compiler for the language used in the text and an integrated development environment for use in developing and deploying practical logic programs.

  • af Amarnag Lipovetzky
    406,95 kr.

    While labeled data is expensive to prepare, ever increasing amounts of unlabeled data is becoming widely available. In order to adapt to this phenomenon, several semi-supervised learning (SSL) algorithms, which learn from labeled as well as unlabeled data, have been developed. In a separate line of work, researchers have started to realize that graphs provide a natural way to represent data in a variety of domains. Graph-based SSL algorithms, which bring together these two lines of work, have been shown to outperform the state-of-the-art in many applications in speech processing, computer vision, natural language processing, and other areas of Artificial Intelligence. Recognizing this promising and emerging area of research, this synthesis lecture focuses on graph-based SSL algorithms (e.g., label propagation methods). Our hope is that after reading this book, the reader will walk away with the following: (1) an in-depth knowledge of the current state-of-the-art in graph-based SSL algorithms, and the ability to implement them; (2) the ability to decide on the suitability of graph-based SSL methods for a problem; and (3) familiarity with different applications where graph-based SSL methods have been successfully applied. Table of Contents: Introduction / Graph Construction / Learning and Inference / Scalability / Applications / Future Work / Bibliography / Authors' Biographies / Index

  • af Felipe Leno Da Silva
    672,95 kr.

    Learning to solve sequential decision-making tasks is difficult. Humans take years exploring the environment essentially in a random way until they are able to reason, solve difficult tasks, and collaborate with other humans towards a common goal. Artificial Intelligent agents are like humans in this aspect. Reinforcement Learning (RL) is a well-known technique to train autonomous agents through interactions with the environment. Unfortunately, the learning process has a high sample complexity to infer an effective actuation policy, especially when multiple agents are simultaneously actuating in the environment.However, previous knowledge can be leveraged to accelerate learning and enable solving harder tasks. In the same way humans build skills and reuse them by relating different tasks, RL agents might reuse knowledge from previously solved tasks and from the exchange of knowledge with other agents in the environment. In fact, virtually all of the most challenging tasks currently solved by RL rely on embedded knowledge reuse techniques, such as Imitation Learning, Learning from Demonstration, and Curriculum Learning.This book surveys the literature on knowledge reuse in multiagent RL. The authors define a unifying taxonomy of state-of-the-art solutions for reusing knowledge, providing a comprehensive discussion of recent progress in the area. In this book, readers will find a comprehensive discussion of the many ways in which knowledge can be reused in multiagent sequential decision-making tasks, as well as in which scenarios each of the approaches is more efficient. The authors also provide their view of the current low-hanging fruit developments of the area, as well as the still-open big questions that could result in breakthrough developments. Finally, the book provides resources to researchers who intend to join this area or leverage those techniques, including a list of conferences, journals, and implementation tools.This book will be useful for a wide audience; and will hopefully promote new dialogues across communities and novel developments in the area.

  • af Roman Barták, Robert A. Morris & K. Brent Venable
    405,95 kr.

    Solving challenging computational problems involving time has been a critical component in the development of artificial intelligence systems almost since the inception of the field. This book provides a concise introduction to the core computational elements of temporal reasoning for use in AI systems for planning and scheduling, as well as systems that extract temporal information from data. It presents a survey of temporal frameworks based on constraints, both qualitative and quantitative, as well as of major temporal consistency techniques. The book also introduces the reader to more recent extensions to the core model that allow AI systems to explicitly represent temporal preferences and temporal uncertainty. This book is intended for students and researchers interested in constraint-based temporal reasoning. It provides a self-contained guide to the different representations of time, as well as examples of recent applications of time in AI systems.

  • af Burr Chen
    404,95 kr.

    The key idea behind active learning is that a machine learning algorithm can perform better with less training if it is allowed to choose the data from which it learns. An active learner may pose "e;queries,"e; usually in the form of unlabeled data instances to be labeled by an "e;oracle"e; (e.g., a human annotator) that already understands the nature of the problem. This sort of approach is well-motivated in many modern machine learning and data mining applications, where unlabeled data may be abundant or easy to come by, but training labels are difficult, time-consuming, or expensive to obtain. This book is a general introduction to active learning. It outlines several scenarios in which queries might be formulated, and details many query selection algorithms which have been organized into four broad categories, or "e;query selection frameworks."e; We also touch on some of the theoretical foundations of active learning, and conclude with an overview of the strengths and weaknesses of these approaches in practice, including a summary of ongoing work to address these open challenges and opportunities. Table of Contents: Automating Inquiry / Uncertainty Sampling / Searching Through the Hypothesis Space / Minimizing Expected Error and Variance / Exploiting Structure in Data / Theory / Practical Considerations

  • af Michael Hexmoor
    324,95 kr.

    Artificial systems that think and behave intelligently are one of the most exciting and challenging goals of Artificial Intelligence. Action Programming is the art and science of devising high-level control strategies for autonomous systems which employ a mental model of their environment and which reason about their actions as a means to achieve their goals. Applications of this programming paradigm include autonomous software agents, mobile robots with high-level reasoning capabilities, and General Game Playing. These lecture notes give an in-depth introduction to the current state-of-the-art in action programming. The main topics are knowledge representation for actions, procedural action programming, planning, agent logic programs, and reactive, behavior-based agents. The only prerequisite for understanding the material in these lecture notes is some general programming experience and basic knowledge of classical first-order logic. Table of Contents: Introduction / Mathematical Preliminaries / Procedural Action Programs / Action Programs and Planning / Declarative Action Programs / Reactive Action Programs / Suggested Further Reading

  • af Davide Kantarcioglu
    408,95 kr.

    Judgment aggregation is a mathematical theory of collective decision-making. It concerns the methods whereby individual opinions about logically interconnected issues of interest can, or cannot, be aggregated into one collective stance. Aggregation problems have traditionally been of interest for disciplines like economics and the political sciences, as well as philosophy, where judgment aggregation itself originates from, but have recently captured the attention of disciplines like computer science, artificial intelligence and multi-agent systems. Judgment aggregation has emerged in the last decade as a unifying paradigm for the formalization and understanding of aggregation problems. Still, no comprehensive presentation of the theory is available to date. This Synthesis Lecture aims at filling this gap presenting the key motivations, results, abstractions and techniques underpinning it. Table of Contents: Preface / Acknowledgments / Logic Meets Social Choice Theory / Basic Concepts / Impossibility / Coping with Impossibility / Manipulability / Aggregation Rules / Deliberation / Bibliography / Authors' Biographies / Index

  • af Edith Law
    326,95 kr.

    Human computation is a new and evolving research area that centers around harnessing human intelligence to solve computational problems that are beyond the scope of existing Artificial Intelligence (AI) algorithms. With the growth of the Web, human computation systems can now leverage the abilities of an unprecedented number of people via the Web to perform complex computation. There are various genres of human computation applications that exist today. Games with a purpose (e.g., the ESP Game) specifically target online gamers who generate useful data (e.g., image tags) while playing an enjoyable game. Crowdsourcing marketplaces (e.g., Amazon Mechanical Turk) are human computation systems that coordinate workers to perform tasks in exchange for monetary rewards. In identity verification tasks, users perform computation in order to gain access to some online content; an example is reCAPTCHA, which leverages millions of users who solve CAPTCHAs every day to correct words in books that optical character recognition (OCR) programs fail to recognize with certainty. This book is aimed at achieving four goals: (1) defining human computation as a research area; (2) providing a comprehensive review of existing work; (3) drawing connections to a wide variety of disciplines, including AI, Machine Learning, HCI, Mechanism/Market Design and Psychology, and capturing their unique perspectives on the core research questions in human computation; and (4) suggesting promising research directions for the future. Table of Contents: Introduction / Human Computation Algorithms / Aggregating Outputs / Task Routing / Understanding Workers and Requesters / The Art of Asking Questions / The Future of Human Computation

  • af Kristen Thielscher
    412,95 kr.

    The visual recognition problem is central to computer vision research. From robotics to information retrieval, many desired applications demand the ability to identify and localize categories, places, and objects. This tutorial overviews computer vision algorithms for visual object recognition and image classification. We introduce primary representations and learning approaches, with an emphasis on recent advances in the field. The target audience consists of researchers or students working in AI, robotics, or vision who would like to understand what methods and representations are available for these problems. This lecture summarizes what is and isn't possible to do reliably today, and overviews key concepts that could be employed in systems requiring visual categorization. Table of Contents: Introduction / Overview: Recognition of Specific Objects / Local Features: Detection and Description / Matching Local Features / Geometric Verification of Matched Features / Example Systems: Specific-Object Recognition / Overview: Recognition of Generic Object Categories / Representations for Object Categories / Generic Object Detection: Finding and Scoring Candidates / Learning Generic Object Category Models / Example Systems: Generic Object Recognition / Other Considerations and Current Challenges / Conclusions

  • af Xiaojin Geffner
    406,95 kr.

    Semi-supervised learning is a learning paradigm concerned with the study of how computers and natural systems such as humans learn in the presence of both labeled and unlabeled data. Traditionally, learning has been studied either in the unsupervised paradigm (e.g., clustering, outlier detection) where all the data are unlabeled, or in the supervised paradigm (e.g., classification, regression) where all the data are labeled. The goal of semi-supervised learning is to understand how combining labeled and unlabeled data may change the learning behavior, and design algorithms that take advantage of such a combination. Semi-supervised learning is of great interest in machine learning and data mining because it can use readily available unlabeled data to improve supervised learning tasks when the labeled data are scarce or expensive. Semi-supervised learning also shows potential as a quantitative tool to understand human category learning, where most of the input is self-evidently unlabeled. In this introductory book, we present some popular semi-supervised learning models, including self-training, mixture models, co-training and multiview learning, graph-based methods, and semi-supervised support vector machines. For each model, we discuss its basic mathematical formulation. The success of semi-supervised learning depends critically on some underlying assumptions. We emphasize the assumptions made by each model and give counterexamples when appropriate to demonstrate the limitations of the different models. In addition, we discuss semi-supervised learning for cognitive psychology. Finally, we give a computational learning theoretic perspective on semi-supervised learning, and we conclude the book with a brief discussion of open questions in the field. Table of Contents: Introduction to Statistical Machine Learning / Overview of Semi-Supervised Learning / Mixture Models and EM / Co-Training / Graph-Based Semi-Supervised Learning / Semi-Supervised Support Vector Machines / Human Semi-Supervised Learning / Theory and Outlook

  • af Ana L. C. Bazzan & Franziska Klügl
    407,95 kr.

    Urban mobility is not only one of the pillars of modern economic systems, but also a key issue in the quest for equality of opportunity, once it can improve access to other services. Currently, however, there are a number of negative issues related to traffic, especially in mega-cities, such as economical issues (cost of opportunity caused by delays), environmental (externalities related to emissions of pollutants), and social (traffic accidents). Solutions to these issues are more and more closely tied to information and communication technology. Indeed, a search in the technical literature (using the keyword ``urban traffic" to filter out articles on data network traffic) retrieved the following number of articles (as of December 3, 2013): 9,443 (ACM Digital Library), 26,054 (Scopus), and 1,730,000 (Google Scholar). Moreover, articles listed in the ACM query relate to conferences as diverse as MobiCom, CHI, PADS, and AAMAS. This means that there is a big and diverse community of computer scientists and computer engineers who tackle research that is connected to the development of intelligent traffic and transportation systems. It is also possible to see that this community is growing, and that research projects are getting more and more interdisciplinary. To foster the cooperation among the involved communities, this book aims at giving a broad introduction into the basic but relevant concepts related to transportation systems, targeting researchers and practitioners from computer science and information technology. In addition, the second part of the book gives a panorama of some of the most exciting and newest technologies, originating in computer science and computer engineering, that are now being employed in projects related to car-to-car communication, interconnected vehicles, car navigation, platooning, crowd sensing and sensor networks, among others. This material will also be of interest to engineers and researchers from the traffic and transportation community.

  • af Georgios Raedt
    410,95 kr.

    Cooperative game theory is a branch of (micro-)economics that studies the behavior of self-interested agents in strategic settings where binding agreements among agents are possible. Our aim in this book is to present a survey of work on the computational aspects of cooperative game theory. We begin by formally defining transferable utility games in characteristic function form, and introducing key solution concepts such as the core and the Shapley value. We then discuss two major issues that arise when considering such games from a computational perspective: identifying compact representations for games, and the closely related problem of efficiently computing solution concepts for games. We survey several formalisms for cooperative games that have been proposed in the literature, including, for example, cooperative games defined on networks, as well as general compact representation schemes such as MC-nets and skill games. As a detailed case study, we consider weighted voting games: a widely-used and practically important class of cooperative games that inherently have a natural compact representation. We investigate the complexity of solution concepts for such games, and generalizations of them. We briefly discuss games with non-transferable utility and partition function games. We then overview algorithms for identifying welfare-maximizing coalition structures and methods used by rational agents to form coalitions (even under uncertainty), including bargaining algorithms. We conclude by considering some developing topics, applications, and future research directions.

  • af Hector Geffner & Blai Bonet
    407,95 kr.

    Planning is the model-based approach to autonomous behavior where the agent behavior is derived automatically from a model of the actions, sensors, and goals. The main challenges in planning are computational as all models, whether featuring uncertainty and feedback or not, are intractable in the worst case when represented in compact form. In this book, we look at a variety of models used in AI planning, and at the methods that have been developed for solving them. The goal is to provide a modern and coherent view of planning that is precise, concise, and mostly self-contained, without being shallow. For this, we make no attempt at covering the whole variety of planning approaches, ideas, and applications, and focus on the essentials. The target audience of the book are students and researchers interested in autonomous behavior and planning from an AI, engineering, or cognitive science perspective. Table of Contents: Preface / Planning and Autonomous Behavior / Classical Planning: Full Information and Deterministic Actions / Classical Planning: Variations and Extensions / Beyond Classical Planning: Transformations / Planning with Sensing: Logical Models / MDP Planning: Stochastic Actions and Full Feedback / POMDP Planning: Stochastic Actions and Partial Feedback / Discussion / Bibliography / Author's Biography

  • af Beatriz Whiteson
    324,95 kr.

    Case-based reasoning is a methodology with a long tradition in artificial intelligence that brings together reasoning and machine learning techniques to solve problems based on past experiences or cases. Given a problem to be solved, reasoning involves the use of methods to retrieve similar past cases in order to reuse their solution for the problem at hand. Once the problem has been solved, learning methods can be applied to improve the knowledge based on past experiences. In spite of being a broad methodology applied in industry and services, case-based reasoning has often been forgotten in both artificial intelligence and machine learning books. The aim of this book is to present a concise introduction to case-based reasoning providing the essential building blocks for the design of case-based reasoning systems, as well as to bring together the main research lines in this field to encourage students to solve current CBR challenges.

  • af Martin Liu
    585,95 kr.

    Answer Set Programming (ASP) is a declarative problem solving approach, initially tailored to modeling problems in the area of Knowledge Representation and Reasoning (KRR). More recently, its attractive combination of a rich yet simple modeling language with high-performance solving capacities has sparked interest in many other areas even beyond KRR. This book presents a practical introduction to ASP, aiming at using ASP languages and systems for solving application problems. Starting from the essential formal foundations, it introduces ASP's solving technology, modeling language and methodology, while illustrating the overall solving process by practical examples. Table of Contents: List of Figures / List of Tables / Motivation / Introduction / Basic modeling / Grounding / Characterizations / Solving / Systems / Advanced modeling / Conclusions

  • af Michael Morris
    404,95 kr.

    Data integration is a critical problem in our increasingly interconnected but inevitably heterogeneous world. There are numerous data sources available in organizational databases and on public information systems like the World Wide Web. Not surprisingly, the sources often use different vocabularies and different data structures, being created, as they are, by different people, at different times, for different purposes. The goal of data integration is to provide programmatic and human users with integrated access to multiple, heterogeneous data sources, giving each user the illusion of a single, homogeneous database designed for his or her specific need. The good news is that, in many cases, the data integration process can be automated. This book is an introduction to the problem of data integration and a rigorous account of one of the leading approaches to solving this problem, viz., the relational logic approach. Relational logic provides a theoretical framework for discussing data integration. Moreover, in many important cases, it provides algorithms for solving the problem in a computationally practical way. In many respects, relational logic does for data integration what relational algebra did for database theory several decades ago. A companion web site provides interactive demonstrations of the algorithms. Table of Contents: Preface / Interactive Edition / Introduction / Basic Concepts / Query Folding / Query Planning / Master Schema Management / Appendix / References / Index / Author BiographyDon't have access? Recommend our Synthesis Digital Library to your library or purchase a personal subscription. Email info@morganclaypool.com for details.

  • af Derek Santhanam
    410,95 kr.

    One of the grand challenges of artificial intelligence is to enable computers to interpret 3D scenes and objects from imagery. This book organizes and introduces major concepts in 3D scene and object representation and inference from still images, with a focus on recent efforts to fuse models of geometry and perspective with statistical machine learning. The book is organized into three sections: (1) Interpretation of Physical Space; (2) Recognition of 3D Objects; and (3) Integrated 3D Scene Interpretation. The first discusses representations of spatial layout and techniques to interpret physical scenes from images. The second section introduces representations for 3D object categories that account for the intrinsically 3D nature of objects and provide robustness to change in viewpoints. The third section discusses strategies to unite inference of scene geometry and object pose and identity into a coherent scene interpretation. Each section broadly surveys important ideas from cognitive science and artificial intelligence research, organizes and discusses key concepts and techniques from recent work in computer vision, and describes a few sample approaches in detail. Newcomers to computer vision will benefit from introductions to basic concepts, such as single-view geometry and image classification, while experts and novices alike may find inspiration from the book's organization and discussion of the most recent ideas in 3D scene understanding and 3D object recognition. Specific topics include: mathematics of perspective geometry; visual elements of the physical scene, structural 3D scene representations; techniques and features for image and region categorization; historical perspective, computational models, and datasets and machine learning techniques for 3D object recognition; inferences of geometrical attributes of objects, such as size and pose; and probabilistic and feature-passing approaches for contextual reasoning about 3D objects and scenes. Table of Contents: Background on 3D Scene Models / Single-view Geometry / Modeling the Physical Scene / Categorizing Images and Regions / Examples of 3D Scene Interpretation / Background on 3D Recognition / Modeling 3D Objects / Recognizing and Understanding 3D Objects / Examples of 2D 1/2 Layout Models / Reasoning about Objects and Scenes / Cascades of Classifiers / Conclusion and Future Directions

  • af Mausam Natarajan
    415,95 kr.

    Markov Decision Processes (MDPs) are widely popular in Artificial Intelligence for modeling sequential decision-making scenarios with probabilistic dynamics. They are the framework of choice when designing an intelligent agent that needs to act for long periods of time in an environment where its actions could have uncertain outcomes. MDPs are actively researched in two related subareas of AI, probabilistic planning and reinforcement learning. Probabilistic planning assumes known models for the agent's goals and domain dynamics, and focuses on determining how the agent should behave to achieve its objectives. On the other hand, reinforcement learning additionally learns these models based on the feedback the agent gets from the environment. This book provides a concise introduction to the use of MDPs for solving probabilistic planning problems, with an emphasis on the algorithmic perspective. It covers the whole spectrum of the field, from the basics to state-of-the-art optimal and approximation algorithms. We first describe the theoretical foundations of MDPs and the fundamental solution techniques for them. We then discuss modern optimal algorithms based on heuristic search and the use of structured representations. A major focus of the book is on the numerous approximation schemes for MDPs that have been developed in the AI literature. These include determinization-based approaches, sampling techniques, heuristic functions, dimensionality reduction, and hierarchical representations. Finally, we briefly introduce several extensions of the standard MDP classes that model and solve even more complex planning problems. Table of Contents: Introduction / MDPs / Fundamental Algorithms / Heuristic Search Algorithms / Symbolic Algorithms / Approximation Algorithms / Advanced Notes

  • af Francesca Rossi, Toby Walsh & Kristen Brent Venable
    324,95 kr.

    Computational social choice is an expanding field that merges classical topics like economics and voting theory with more modern topics like artificial intelligence, multiagent systems, and computational complexity. This book provides a concise introduction to the main research lines in this field, covering aspects such as preference modelling, uncertainty reasoning, social choice, stable matching, and computational aspects of preference aggregation and manipulation. The book is centered around the notion of preference reasoning, both in the single-agent and the multi-agent setting. It presents the main approaches to modeling and reasoning with preferences, with particular attention to two popular and powerful formalisms, soft constraints and CP-nets. The authors consider preference elicitation and various forms of uncertainty in soft constraints. They review the most relevant results in voting, with special attention to computational social choice. Finally, the book considers preferences in matching problems. The book is intended for students and researchers who may be interested in an introduction to preference reasoning and multi-agent preference aggregation, and who want to know the basic notions and results in computational social choice. Table of Contents: Introduction / Preference Modeling and Reasoning / Uncertainty in Preference Reasoning / Aggregating Preferences / Stable Marriage Problems

  • af Michael Thomaz
    404,95 kr.

    Automated trading in electronic markets is one of the most common and consequential applications of autonomous software agents. Design of effective trading strategies requires thorough understanding of how market mechanisms operate, and appreciation of strategic issues that commonly manifest in trading scenarios. Drawing on research in auction theory and artificial intelligence, this book presents core principles of strategic reasoning that apply to market situations. The author illustrates trading strategy choices through examples of concrete market environments, such as eBay, as well as abstract market models defined by configurations of auctions and traders. Techniques for addressing these choices constitute essential building blocks for the design of trading strategies for rich market applications. The lecture assumes no prior background in game theory or auction theory, or artificial intelligence. Table of Contents: Introduction / Example: Bidding on eBay / Auction Fundamentals / Continuous Double Auctions / Interdependent Markets / Conclusion

  • af Henry Faltings
    409,95 kr.

    From driving, flying, and swimming, to digging for unknown objects in space exploration, autonomous robots take on varied shapes and sizes. In part, autonomous robots are designed to perform tasks that are too dirty, dull, or dangerous for humans. With nontrivial autonomy and volition, they may soon claim their own place in human society. These robots will be our allies as we strive for understanding our natural and man-made environments and build positive synergies around us. Although we may never perfect replication of biological capabilities in robots, we must harness the inevitable emergence of robots that synchronizes with our own capacities to live, learn, and grow. This book is a snapshot of motivations and methodologies for our collective attempts to transform our lives and enable us to cohabit with robots that work with and for us. It reviews and guides the reader to seminal and continual developments that are the foundations for successful paradigms. It attempts to demystify the abilities and limitations of robots. It is a progress report on the continuing work that will fuel future endeavors. Table of Contents: Part I: Preliminaries/Agency, Motion, and Anatomy/Behaviors / Architectures / Affect/Sensors / Manipulators/Part II: Mobility/Potential Fields/Roadmaps / Reactive Navigation / Multi-Robot Mapping: Brick and Mortar Strategy / Part III: State of the Art / Multi-Robotics Phenomena / Human-Robot Interaction / Fuzzy Control / Decision Theory and Game Theory / Part IV: On the Horizon / Applications: Macro and Micro Robots / References / Author Biography / Discussion

  • af Pedro Dechter
    409,95 kr.

    Most subfields of computer science have an interface layer via which applications communicate with the infrastructure, and this is key to their success (e.g., the Internet in networking, the relational model in databases, etc.). So far this interface layer has been missing in AI. First-order logic and probabilistic graphical models each have some of the necessary features, but a viable interface layer requires combining both. Markov logic is a powerful new language that accomplishes this by attaching weights to first-order formulas and treating them as templates for features of Markov random fields. Most statistical models in wide use are special cases of Markov logic, and first-order logic is its infinite-weight limit. Inference algorithms for Markov logic combine ideas from satisfiability, Markov chain Monte Carlo, belief propagation, and resolution. Learning algorithms make use of conditional likelihood, convex optimization, and inductive logic programming. Markov logic has been successfully applied to problems in information extraction and integration, natural language processing, robot mapping, social networks, computational biology, and others, and is the basis of the open-source Alchemy system. Table of Contents: Introduction / Markov Logic / Inference / Learning / Extensions / Applications / Conclusion

  • af Colin Pigozzi
    323,95 kr.

    Support Vectors Machines have become a well established tool within machine learning. They work well in practice and have now been used across a wide range of applications from recognizing hand-written digits, to face identification, text categorisation, bioinformatics, and database marketing. In this book we give an introductory overview of this subject. We start with a simple Support Vector Machine for performing binary classification before considering multi-class classification and learning in the presence of noise. We show that this framework can be extended to many other scenarios such as prediction with real-valued outputs, novelty detection and the handling of complex output structures such as parse trees. Finally, we give an overview of the main types of kernels which are used in practice and how to learn and make predictions from multiple types of input data. Table of Contents: Support Vector Machines for Classification / Kernel-based Models / Learning with Kernels

  • af Sridhar Lopez
    409,95 kr.

    Representations are at the heart of artificial intelligence (AI). This book is devoted to the problem of representation discovery: how can an intelligent system construct representations from its experience? Representation discovery re-parameterizes the state space - prior to the application of information retrieval, machine learning, or optimization techniques - facilitating later inference processes by constructing new task-specific bases adapted to the state space geometry. This book presents a general approach to representation discovery using the framework of harmonic analysis, in particular Fourier and wavelet analysis. Biometric compression methods, the compact disc, the computerized axial tomography (CAT) scanner in medicine, JPEG compression, and spectral analysis of time-series data are among the many applications of classical Fourier and wavelet analysis. A central goal of this book is to show that these analytical tools can be generalized from their usual setting in (infinite-dimensional) Euclidean spaces to discrete (finite-dimensional) spaces typically studied in many subfields of AI. Generalizing harmonic analysis to discrete spaces poses many challenges: a discrete representation of the space must be adaptively acquired; basis functions are not pre-defined, but rather must be constructed. Algorithms for efficiently computing and representing bases require dealing with the curse of dimensionality. However, the benefits can outweigh the costs, since the extracted basis functions outperform parametric bases as they often reflect the irregular shape of a particular state space. Case studies from computer graphics, information retrieval, machine learning, and state space planning are used to illustrate the benefits of the proposed framework, and the challenges that remain to be addressed. Representation discovery is an actively developing field, and the author hopes this book will encourage other researchers to explore this exciting area of research. Table of Contents: Overview / Vector Spaces / Fourier Bases on Graphs / Multiscale Bases on Graphs / Scaling to Large Spaces / Case Study: State-Space Planning / Case Study: Computer Graphics / Case Study: Natural Language / Future Directions

  • af Kevin Gebser
    354,95 kr.

    Game theory is the mathematical study of interaction among independent, self-interested agents. The audience for game theory has grown dramatically in recent years, and now spans disciplines as diverse as political science, biology, psychology, economics, linguistics, sociology, and computer science, among others. What has been missing is a relatively short introduction to the field covering the common basis that anyone with a professional interest in game theory is likely to require. Such a text would minimize notation, ruthlessly focus on essentials, and yet not sacrifice rigor. This Synthesis Lecture aims to fill this gap by providing a concise and accessible introduction to the field. It covers the main classes of games, their representations, and the main concepts used to analyze them.

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