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Physical Sciences and Mathematics Commons

Open Access. Powered by Scholars. Published by Universities.®

Computer Sciences

Brigham Young University

Series

2008

Machine learning

Articles 1 - 2 of 2

Full-Text Articles in Physical Sciences and Mathematics

Assessing The Costs Of Sampling Methods In Active Learning For Annotation, James Carroll, Robbie Haertel, Peter Mcclanahan, Eric K. Ringger, Kevin Seppi Jun 2008

Assessing The Costs Of Sampling Methods In Active Learning For Annotation, James Carroll, Robbie Haertel, Peter Mcclanahan, Eric K. Ringger, Kevin Seppi

Faculty Publications

Traditional Active Learning (AL) techniques assume that the annotation of each datum costs the same. This is not the case when annotating sequences; some sequences will take longer than others. We show that the AL technique which performs best depends on how cost is measured. Applying an hourly cost model based on the results of an annotation user study, we approximate the amount of time necessary to annotate a given sentence. This model allows us to evaluate the effectiveness of AL sampling methods in terms of time spent in annotation. We acheive a 77% reduction in hours from a random …


Learning Policies For Embodied Virtual Agents Through Demonstration, Jonathan Dinerstein, Parris K. Egbert, Dan A. Ventura Jan 2008

Learning Policies For Embodied Virtual Agents Through Demonstration, Jonathan Dinerstein, Parris K. Egbert, Dan A. Ventura

Faculty Publications

Although many powerful AI and machine learning techniques exist, it remains difficult to quickly create AI for embodied virtual agents that produces visually lifelike behavior. This is important for applications (e.g., games, simulators, interactive displays) where an agent must behave in a manner that appears human-like. We present a novel technique for learning reactive policies that mimic demonstrated human behavior. The user demonstrates the desired behavior by dictating the agent’s actions during an interactive animation. Later, when the agent is to behave autonomously, the recorded data is generalized to form a continuous state-to-action mapping. Combined with an appropriate animation algorithm …