Professional Documents
Culture Documents
-ApplicationPeter Andras
peter.andras@ncl.ac.uk
www.staff.ncl.ac.uk/peter.andras/lectures
Overview
1.
Application principles
2.
Problem
3.
Application principles
The solution of a problem must be the simple.
Application principles
The speed is crucial for computer game applications.
Application principles
On-line neural network solutions should be very simple.
Application principles
All the available data should be collected about the
problem.
Application principles
The neural network solution of a problem should be
selected from a large enough pool of potential solutions.
Problem
1.06
1.04
1.02
Control:
0.98
0.96
0.94
0.92
Problem
Movement control:
Problem
Problem analysis:
variables
modularisation into sub-problems
objectives
data collection
Problem
Simple problems need simple solutions.
Problem
Example rules for a simple problem:
IF (left_leg IS forward) AND (right_leg IS
backward) THEN
right_leg CHANGES TO forward
left_leg CHANGES TO backward
Problem
Controlling complex movements needs complex rules.
Complex rules by simple solutions:
A1
A2
A3
A4
B1
M1
M4
M1a M3
B2
M3
M2
M2
M4
B3
M1a M1
M3
M4
Problem
Complex solutions by complex methods:
Variable B
Variable A
Approximation of functional relationship by
a neural network.
1
0.105
0.133
0.685
0.851
0.083
2
0.060
0.465
0.292
0.999
0.059
3
0.754
0.789
0.732
1.498
0.965
4
0.892
0.894
0.969
1.421
1.125
5
0.414
0.869
0.567
1.253
0.480
6
0.881
0.519
0.047
1.471
1.265
7
0.171
0.767
0.581
1.003
0.164
8
0.447
0.224
0.009
1.103
0.491
9
0.966
0.270
0.621
1.565
1.035
10
0.593
0.016
0.623
1.166
0.487
Example:
Training set: ~ 75% of the data
Validation set: ~ 10% of the data
Testing set: ~ 5% of the data
Example:
x1
x2
x3
f ( x) e
yout
|| x w|| 2
2a 2
Gaussian neurons
Example:
W1, W2
W3, W4
y
y
1
out
3
out
w e
k 1
4
1
k
w e
k 1
3
k
|| x c k ,1 || 2
2 ( a k ,1 ) 2
;y
2
out
wk2 e
k 1
|| x c k , 3 || 2
2 ( ak , 3 ) 2
;y
4
out
|| x c k , 2 || 2
2 ( ak , 2 ) 2
w e
k 1
4
k
|| x c k , 4 || 2
2 ( ak , 4 ) 2
W19, W20
19
out
w e
k 1
19
k
|| x c k ,19 || 2
2 ( a k ,19 ) 2
;y
20
out
wk20 e
k 1
|| x c k , 20 || 2
2 ( a k , 20 ) 2
x (1) (0.105,0.133,0.685)
y 1out (1) w11 f1 ( x (1)) w12 f 2 ( x (1)) w31 f 3 ( x (1)) w14 f 4 ( x (1))
y 1out (1) 0.997
E ( y 1out (1) y1 (1)) 2 (0.997 0.851) 2 0.0213
w11, new w11 c 0.146 f1 ( x (1))
...
x (1) (0.105,0.133,0.685)
y 1out (1) w11 f1 ( x (1)) w12 f 2 ( x (1)) w31 f 3 ( x (1)) w14 f 4 ( x (1))
y 1out (1) 0.847
E ( y 1out (1) y1 (1)) 2 (0.847 0.851) 2 0.000016
w11, new w11 c 0.004 f1 ( x (1))
2.5
0
-2.5
3
2
2
3
4
5
15
10
5
0
5
4
3
1
2
2
3
4
5
Before learning
5
2.5
0
-2.5
5
4
3
2
2
3
4
51
After learning
2.5
0
-2.5
3
2
2
3
4
5
Network 11
5
2.5
0
-2.5
Network 4
5
4
Network 7
5
2.5
0
-2.5
5
4
5
4
3
1
2
3
4
7.5
5
2.5
0
-2.5
2
Summary
Neural network solutions should be kept as simple as possible.
For the sake of the gaming speed neural networks should be
applied preferably off-line.
A large data set should be collected and it should be divided
into training, validation, and testing data.
Neural networks fit as solutions of complex problems.
A pool of candidate solutions should be generated, and the best
candidate solution should be selected using the validation data.
The solution should be represented to allow fast application.
Questions
1.
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4.
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6.