16039805
An open-set speaker identification system using genetic learning classifier system
This paper presents the design and implementation of an adaptive open-set speaker identification system with genetic learning classifier systems. One of the challenging problems in using learning classifier systems for numerical problems is the knowledge representation. The voice samples are a series of real numbers that must be encoded in a classifier format. We investigate several different methods for representing voice samples for classifier systems and study the efficacy of the methods. We also identify several challenges for learning classifier systems in the speaker identification problem and introduce new methods to improve the learning and classification abilities of the systems. Experimental results show that our system successfully learns 200 voice features at the accuracies of 60% to 80%, which is considered a strong result in the speaker identification community. This research presents the feasibility of using learning classifier systems for the speaker identification problem.
14162832
Text-independent open-set speaker identification for military missions using genetic rule-based system
We present a genetic classifier system approach to the text-independent open-set speaker identification problem. Classifier systems are widely used in symbolic problem for dynamically changing open-ended learning. Signal processing problems require processing of real-valued parameters that classifier systems are not designed for. On the other hand, the approaches based on common cepstral encoding with clustering algorithms handle the closed-set speaker identification quite well. This research solves the open-set problem by hybridizing these two approaches.
41382506
Promoting cooperation using 'kin' biased conditional strategy in the iterated prisoner's dilemma game
Abstract This paper introduces a new mechanism using tit-for-tat (TFT)-like strategy that successfully promotes cooperation in the iterated prisoner's dilemma (IPD) game. The mechanism is based on a corollary of our previously presented kinship hypothesis : cooperation can emerge when players tend to cooperate with players that are similar but tend to defect to players that are dissimilar. A theoretical motivation for the new mechanism is presented as well as experimental results supporting the theory. The experimental results show that kinship biased conditional cooperation (KBCC) greatly improves the survival of cooperative individuals, eventually driving the population to cooperating equilibrium.
739
Cooperative game theory within multi-agent systems for systems scheduling
Research concerning organization and coordination within multi-agent systems continues to draw from a variety of architectures and methodologies. The work presented in this paper combines techniques from game theory and multi-agent systems to produce self-organizing, polymorphic, lightweight, embedded agents for systems scheduling within a large-scale real-time systems environment. Results show how this approach is used to experimentally produce optimum real-time scheduling through the emergent behavior of thousands of agents. These results are obtained using a SWARM simulation of systems scheduling within a high energy physics experiment consisting of 2500 digital signal processors.
34275264
SWARMs of Self-Organizing Polymorphic Agents
The field of swarm intelligence is increasingly being seen as providing a framework for solving a wide range of large-scale, distributed, complex problems. Of particular interest are architectures and methodologies that address organization and coordination of a large number of relatively simple agents distributed across the system in a way that encourages some desirable global emergent behavior. This paper describes a SWARM simulation of a distributed approach to fault mitigation within a large-scale data acquisition system for BTeV, a particle accelerator-based high energy physics experiment currently under development at Fermi National Accelerator Laboratory. Incoming data is expected to arrive at a rate of over 1 terabyte every second, distributed across 2500 digital signal processors. Simulation results show how lightweight polymorphic agents embedded within the individual processors use game theory to adapt roles based on the changing needs of the environment. SWARM architecture and implementation methodologies are detailed.
37165855
Prototype of Fault Adaptive Embedded Software for Large-Scale Real-Time Systems
This paper describes a comprehensive prototype of large-scale fault adaptive embedded software developed for the proposed Fermilab BTeV high energy physics experiment. Lightweight self-optimizing agents embedded within Level 1 of the prototype are responsible for proactive and reactive monitoring and mitigation based on specified layers of competence. The agents are self-protecting, detecting cascading failures using a distributed approach. Adaptive, reconfigurable, and mobile objects for reliablility are designed to be self-configuring to adapt automatically to dynamically changing environments. These objects provide a self-healing layer with the ability to discover, diagnose, and react to discontinuities in real-time processing. A generic modeling environment was developed to facilitate design and implementation of hardware resource specifications, application data flow, and failure mitigation strategies. Level 1 of the planned BTeV trigger system alone will consist of 2500 DSPs, so the number of components and intractable fault scenarios involved make it impossible to design an 'expert system' that applies traditional centralized mitigative strategies based on rules capturing every possible system state. Instead, a distributed reactive approach is implemented using the tools and methodologies developed by the Real-Time Embedded Systems group.
9965855
SESAME: towards better 3D conceptual design systems
Conceptual design dominates the early stages of most creative design processes. During these stages, the designer makes important decisions about the parameters of a model that are aimed at satisfying a set of design criteria. To do this, the designer produces many sketches of various possible solutions. Meanwhile, computer-aided design (CAD) systems are becoming the dominant visual medium used in design practice. However, these tools evolved as documentation production tools and do not support conceptual thinking. This paper presents a list of guidelines for computer support for conceptual design activities on 3D scenes and presents SESAME (Sketch, Extrude, Sculpt, and Manipulate Easily), a system based on these guidelines. Finally, we present a user study comparing SESAME with a conventional CAD package to demonstrate the effectiveness of SESAME.
8407543
A system for desktop conceptual 3D design
In the traditional design process for a 3D environment, people usually depict a rough prototype to verify their ideas, and iteratively modify its configuration until they are satisfied with the general layout. In this activity, one of the main operations is the rearrangement of single and composite parts of a scene. With current desktop virtual reality (VR) systems, the selection and manipulation of arbitrary objects in 3D is still difficult. In this work, we present new and efficient techniques that allow even novice users to perform meaningful rearrangement tasks with traditional input devices. The results of our work show that the presented techniques can be mastered quickly and enable users to perform complex tasks on composite objects. Moreover, the system is easy to learn, supports creativity, and is fun to use.
16396247
Intelligent Manipulation Techniques for Conceptual 3D Design
One of the main operations in conceptual 3D design is the rearrangement of single and composite objects. This paper presents a new conceptual 3D design system that affords easy manipulation of composite objects. We discuss several alternative manipulation techniques to separate complex parts off an existing model. Then, we present a new way to move such parts in a 3D scene, as well as an algorithm to place parts at arbitrary locations. Finally, we present and discuss the results of a user study of these manipulation techniques.
18176797
User evaluations on form factors of tangible magic lenses
Magic Lens is a small inset window embedded in a large context display, which provides an alternative view to the region of interest selected from the context view. This metaphor is used for 3D visualization in our Augmented Virtual Environment infrastructure, SCAPE (Stereoscopic Collaboration in Augmented and Projective Environments), which is composed of an immersive room display for a high level of detail, life-size virtual world and a workbench display for simplified god-like view to the world. A tangible Magic Lens is used on the workbench display to allow direct and intuitive selection of continuous levels of detail, bridging the gap between the two extreme levels of detail in SCAPE. This paper presents our first step to the user evaluations of tangible Magic Lens. We conducted two sets of user evaluations, one mainly testing the lens aspect ratio, and another for the lens size. For both of the tests, two types of tasks are conducted: information gathering and relating the detailed information with the context. We found that the aspect ratio of a lens plays more important role in user preference for smaller lenses than for larger ones. Meanwhile, the size of a lens is the most important factor that affects the user performance in the two types of tasks.