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Learning and applying temporal patterns through experience.

机译:通过经验学习和应用时间模式。

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摘要

The thesis of this work is that the way patterns are formed over time can be learned during experience in a domain, and subsequently be used to improve decision making in that domain. Learning from temporal patterns can aid in the transition towards expertise, because it can increase the speed of decision making and improve the quality of the decisions made. While many researchers have explored ways to learn the significant patterns in a domain, the idea of focusing on the order with which these patterns are formed is novel.; This thesis investigates three learning methods that acquire and apply temporal patterns for game playing (i.e., sequences of game playing actions). TP-Rote (Temporal Patterns by Rote) is a rote-learning, caching scheme that hones in on frequently-used segments of a search space and memorizes them to reuse them later. Experiments with TP-Rote indicate a significant speedup in play, simulating the gradual shift to "play without thought" seen in human game players at various points in a game. The second method, TP-Context (Temporal Patterns through Context), generalizes states, retaining only the context (the motivating description) of a sequence. Such a generalization may cover many states and thereby expand the applicability of a temporal pattern. This is especially important in large state spaces, where identical states may not often recur. TP-Context exploits the knowledge inherent in the sequences actually experienced in game-playing contests, to discover context. A learned context is associated with a sequence that TP-Context suggests as a course of action whenever the context is found on a given state. Experimental results show that TP-Context can learn to play two games, lose tic-tac-toe and five mens morris, based upon this sequence knowledge. The third method, TP-Sitact (Temporal Patterns through Context using a situation-action representation), is an extension of TP-Context. Although based on sequence knowledge, TP-Sitact suggests individual actions rather than sequences. TP-Sitact significantly improves TP-Context's game playing prowess. With these three methods, this thesis has successfully demonstrated that temporal patterns can be successfully learned by machine learning programs and used to decrease execution speed, help make decisions and aid in context discovery.
机译:这项工作的主题是,可以在一个领域的经验中学习随着时间的推移形成模式的方式,并随后将其用于改进该领域的决策。从时间模式中学习可以帮助向专业知识过渡,因为它可以提高决策速度并提高决策质量。尽管许多研究人员已经探索了学习领域中重要模式的方法,但是关注这些模式形成的顺序的想法是新颖的。本文研究了三种获取和应用游戏时间模式(即游戏动作序列)的学习方法。 TP-Rote(Temporal Patterns by Rote)是一种死记硬背的缓存方案,可以在搜索空间的常用段上进行磨合,并记住它们以便以后重用。使用TP-Rote进行的实验表明,在玩游戏时,人的游戏玩家在不同时间点逐渐看到了向“无意识玩游戏”的转变,这大大提高了游戏的速度。第二种方法TP-Context(通过上下文的时态模式)对状态进行泛化,仅保留序列的上下文(激励性描述)。这样的概括可以覆盖许多状态,从而扩展时间模式的适用性。这在大型状态空间中尤其重要,在大型状态空间中,相同状态可能不经常重复出现。 TP-Context利用游戏竞赛中实际经历的序列中固有的知识来发现上下文。每当在给定状态下找到上下文时,学习到的上下文就会与TP上下文建议作为操作过程的序列相关联。实验结果表明,基于此序列知识,TP-Context可以学习玩两个游戏,打井字游戏和五个男人的莫里斯游戏。第三种方法TP-Sitact(使用情境动作表示的上下文时态模式)是TP-Context的扩展。尽管基于序列知识,但是TP-Sitact会建议单个动作而不是序列。 TP-Sitact大大提高了TP-Context的游戏能力。通过这三种方法,本文成功地证明了时间模式可以通过机器学习程序成功学习,并可以用来降低执行速度,帮助做出决策并帮助进行上下文发现。

著录项

  • 作者

    Lock, Esther.;

  • 作者单位

    City University of New York.;

  • 授予单位 City University of New York.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2003
  • 页码 120 p.
  • 总页数 120
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术 ;
  • 关键词

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