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Motocross And Artificial Neural Networks

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ANN trained using BP performance improved using bagging and boosting techniques. Video ... Further use of bagging techniques. Use of swarm intelligence techniques ... – PowerPoint PPT presentation

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Title: Motocross And Artificial Neural Networks


1
Motocross And Artificial Neural Networks
Benoit Chaperot, Colin Fyfe, School of
Computing, The University of Paisley, Paisley,
PA1 2BE, SCOTLAND.
2
Why use Artificial Neural Network
  • Riding a motorbike involves behaviours which are
    difficult to express as a set of procedural rules
  • ANN expected to behave in a human or animal-like
    manner
  • Capable of extrapolating when presented with new
    and different sets of inputs
  • Capable of evolving

3
The ANN
  • The inputs
  • Bike position, orientation and velocity relative
    to the track
  • Terrain height information
  • Track path information

The outputs Accelerate, brake Turn left,
right Lean forward, backward
ANN
4
Two forms of training
  • Evolutionary algorithms Training considered as
    an optimisation to be performed using genetic
    algorithms
  • Back propagation algorithm ANNs are trained
    using training data made from a recording of the
    game being played by a good human player

5
Evolutionary Algorithm
  • Training considered as optimisation
  • ANNs initialised with random weights
  • 80 ANNs per generation
  • Each ANN evaluated for 60 seconds or less using a
    score function
  • Fittest ANNs are given more chance to reproduce
  • The whole population converges to a satisfactory
    solutions to the problem after approximately 100
    generations
  • May be difficult to find a good evaluation
    function

6
Fitness Function
  • Bonus for passing through a way point
  • Bonus/penalty (i.e. normally negative) for
    missing a way point
  • Bonus/penalty (i.e. normally negative) for
    crashing
  • Bonus/penalty (i.e. normally negative) for every
    meter away from the centre of the next way point

7
Back propagation algorithm
  • Training data made by the main author playing the
    game on many different tracks.
  • Each sample of training data contains a situation
    (bike position, orientation on a track) and the
    main authors solution to the situation
  • Training data composed of approximately 120000
    samples
  • Good solution to the problem after only 20000
    iterations

8
Results
  • ANNs learn and perform like a human intelligence
  • Average lap time
  • Good human player 2 min 10 sec
  • ANN trained using GA 2 min 50 sec
  • ANN trained using BP 2 min 20 sec
  • ANN trained using GA slow, but better than one
    trained using BP at adapting to new situations
  • ANN trained using BP performance improved using
    bagging and boosting techniques

9
Video
  • Videod.avi

10
Bagging and Boosting
  • Create N bags by randomly sampling from data set
    with replacement
  • P(datum in bag) 0.67
  • Machines trained on bags separately
  • Results combined
  • Boosting puts more emphasis on data which
    machines trained on early bags find difficult
  • Anti-boosting seems to work well !

11
Future work
  • Use evolutionary algorithms with a much larger
    population size and number of generations
  • Further use of bagging techniques
  • Use of swarm intelligence techniques
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