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Volume 3 Summer 2012
Volume 3 Summer 2012 . Academic Partners . Cover image Magnetic resonance image of the human brain showing colour-coded regions activated by smell stimulus. Editors Ulisses Barres de Almeida Max-Planck-Institut fuer Physik [email protected] Juan Rojo TH Unit, PH Division, CERN [email protected] [email protected] Academic Partners Fondazione CEUR Consortium Nova Universitas Copyright ©2012 by Associazione EURESIS The user may not modify, copy, reproduce, retransmit or otherwise distribute this publication and its contents (whether text, graphics or original research content), without express permission in writing from the Editors. Where the above content is directly or indirectly reproduced in an academic context, this must be acknowledge with the appropriate bibliographical citation. The opinions stated in the papers of the Euresis Journal are those of their respective authors and do not necessarily reflect the opinions of the Editors or the members of the Euresis Association or its sponsors. Euresis Journal (ISSN 2239-2742), a publication of Associazione Euresis, an Association for the Promotion of Scientific Endevour, Via Caduti di Marcinelle 2, 20134 Milano, Italia. www.euresisjournal.org Contact information: Email. [email protected] Tel.+39-022-1085-2225 Fax. +39-022-1085-2222 Graphic design and layout Lorenzo Morabito Technical Editor Davide PJ Caironi This document was created using LATEX 2" and X LE ATEX 2 . Letter from the Editors Dear reader, with this new issue we reach the third volume of Euresis Journal, an editorial ad- venture started one year ago with the scope of opening up a novel space of debate and encounter within the scientific and academic communities. -
Optimization of Deep Architectures for EEG Signal Classification
sensors Article Optimization of Deep Architectures for EEG Signal Classification: An AutoML Approach Using Evolutionary Algorithms Diego Aquino-Brítez 1, Andrés Ortiz 2,* , Julio Ortega 1, Javier León 1, Marco Formoso 2 , John Q. Gan 3 and Juan José Escobar 1 1 Department of Computer Architecture and Technology, University of Granada, 18014 Granada, Spain; [email protected] (D.A.-B.); [email protected] (J.O.); [email protected] (J.L.); [email protected] (J.J.E.) 2 Department of Communications Engineering, University of Málaga, 29071 Málaga, Spain; [email protected] 3 School of Computer Science and Electronic Engineering, University of Essex, Colchester CO4 3SQ, UK; [email protected] * Correspondence: [email protected] Abstract: Electroencephalography (EEG) signal classification is a challenging task due to the low signal-to-noise ratio and the usual presence of artifacts from different sources. Different classification techniques, which are usually based on a predefined set of features extracted from the EEG band power distribution profile, have been previously proposed. However, the classification of EEG still remains a challenge, depending on the experimental conditions and the responses to be captured. In this context, the use of deep neural networks offers new opportunities to improve the classification performance without the use of a predefined set of features. Nevertheless, Deep Learning architec- Citation: Aquino-Brítez, D.; Ortiz, tures include a vast number of hyperparameters on which the performance of the model relies. In this A.; Ortega, J.; León, J.; Formoso, M.; paper, we propose a method for optimizing Deep Learning models, not only the hyperparameters, Gan, J.Q.; Escobar, J.J. -
Neuro-Crítica: Un Aporte Al Estudio De La Etiología, Fenomenología Y Ética Del Uso Y Abuso Del Prefijo Neuro1
JAHR ǀ Vol. 4 ǀ No. 7 ǀ 2013 Professional article Amir Muzur, Iva Rincic Neuro-crítica: un aporte al estudio de la etiología, fenomenología y ética del uso y abuso del prefijo neuro1 ABSTRACT The last few decades, beside being proclaimed "the decades of the brain" or "the decades of the mind," have witnessed a fascinating explosion of new disciplines and pseudo-disciplines characterized by the prefix neuro-. To the "old" specializations of neurosurgery, neurophysiology, neuropharmacology, neurobiology, etc., some new ones have to be added, which might sound somehow awkward, like neurophilosophy, neuroethics, neuropolitics, neurotheology, neuroanthropology, neuroeconomy, and other. Placing that phenomenon of "neuroization" of all fields of human thought and practice into a context of mostly unjustified and certainly too high – almost millenarianistic – expectations of the science of the brain and mind at the end of the 20th century, the present paper tries to analyze when the use of the prefix neuro- is adequate and when it is dubious. Key words: brain, neuroscience, word coinage RESUMEN Las últimas décadas, además de haber sido declaradas "las décadas del cerebro" o "las décadas de la mente", han sido testigos de una fascinante explosión de nuevas disciplinas y pseudo-disciplinas caracterizadas por el prefijo neuro-. A las "antiguas" especializaciones de la neurocirugía, la neurofisiología, la neurofarmacología, la neurobiología, etc., deben agregarse otras nuevas que pueden sonar algo extrañas, como la neurofilosofía, la neuroética, la neuropolítica, la neuroteología, la neuroantropología, la neuroeconomía, entre otras. El presente trabajo coloca ese fenómeno de "neuroización" de todos los campos del pensamiento y la práctica humana en un contexto de expectativas en general injustificadas y sin duda altísimas (y casi milenarias) en la ciencia del cerebro y la mente a fines del siglo XX; e intenta analizar cuándo el uso del prefijo neuro- es adecuado y cuándo es cuestionable. -
Evolving Neural Networks Using Behavioural Genetic Principles
Evolving Neural Networks Using Behavioural Genetic Principles Maitrei Kohli A dissertation submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy Department of Computer Science & Information Systems Birkbeck, University of London United Kingdom March 2017 0 Declaration This thesis is the result of my own work, except where explicitly acknowledged in the text. Maitrei Kohli …………………. 1 ABSTRACT Neuroevolution is a nature-inspired approach for creating artificial intelligence. Its main objective is to evolve artificial neural networks (ANNs) that are capable of exhibiting intelligent behaviours. It is a widely researched field with numerous successful methods and applications. However, despite its success, there are still open research questions and notable limitations. These include the challenge of scaling neuroevolution to evolve cognitive behaviours, evolving ANNs capable of adapting online and learning from previously acquired knowledge, as well as understanding and synthesising the evolutionary pressures that lead to high-level intelligence. This thesis presents a new perspective on the evolution of ANNs that exhibit intelligent behaviours. The novel neuroevolutionary approach presented in this thesis is based on the principles of behavioural genetics (BG). It evolves ANNs’ ‘general ability to learn’, combining evolution and ontogenetic adaptation within a single framework. The ‘general ability to learn’ was modelled by the interaction of artificial genes, encoding the intrinsic properties of the ANNs, and the environment, captured by a combination of filtered training datasets and stochastic initialisation weights of the ANNs. Genes shape and constrain learning whereas the environment provides the learning bias; together, they provide the ability of the ANN to acquire a particular task. -
Evolving Autonomous Agent Controllers As Analytical Mathematical Models
Evolving Autonomous Agent Controllers as Analytical Mathematical Models Paul Grouchy1 and Gabriele M.T. D’Eleuterio1 1University of Toronto Institute for Aerospace Studies, Toronto, Ontario, Canada M3H 5T6 [email protected] Downloaded from http://direct.mit.edu/isal/proceedings-pdf/alife2014/26/681/1901537/978-0-262-32621-6-ch108.pdf by guest on 27 September 2021 Abstract a significant amount of time and computational resources. Furthermore, any such design decisions introduce additional A novel Artificial Life paradigm is proposed where experimenter bias into the simulation. Finally, complex be- autonomous agents are controlled via genetically- haviors require complex representations, adding to the al- encoded Evolvable Mathematical Models (EMMs). Agent/environment inputs are mapped to agent outputs ready high computational costs of ALife algorithms while via equation trees which are evolved using Genetic Pro- further obfuscating the inner workings of the evolved agents. gramming. Equations use only the four basic mathematical We propose Evolvable Mathematical Models (EMMs), a operators: addition, subtraction, multiplication and division. novel paradigm whereby autonomous agents are evolved via Experiments on the discrete Double-T Maze with Homing GP as analytical mathematical models of behavior. Agent problem are performed; the source code has been made available. Results demonstrate that autonomous controllers inputs are mapped to outputs via a system of genetically with learning capabilities can be evolved as analytical math- encoded equations. Only the four basic mathematical op- ematical models of behavior, and that neuroplasticity and erations (addition, subtraction, multiplication and division) neuromodulation can emerge within this paradigm without are required, as they can be used to approximate any ana- having these special functionalities specified a priori. -
Automatic Synthesis of Working Memory Neural Networks with Neuroevolution Methods Tony Pinville, Stéphane Doncieux
Automatic synthesis of working memory neural networks with neuroevolution methods Tony Pinville, Stéphane Doncieux To cite this version: Tony Pinville, Stéphane Doncieux. Automatic synthesis of working memory neural networks with neu- roevolution methods. Cinquième conférence plénière française de Neurosciences Computationnelles, ”Neurocomp’10”, Aug 2010, Lyon, France. hal-00553407 HAL Id: hal-00553407 https://hal.archives-ouvertes.fr/hal-00553407 Submitted on 10 Mar 2011 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. AUTOMATIC SYNTHESIS OF WORKING MEMORY NEURAL NETWORKS WITH NEUROEVOLUTION METHODS Tony Pinville Stephane´ Doncieux ISIR, CNRS UMR 7222 ISIR, CNRS UMR 7222 Universite´ Pierre et Marie Curie-Paris 6 Universite´ Pierre et Marie Curie-Paris 6 4 place Jussieu, F-75252 4 place Jussieu, F-75252 Paris Cedex 05, France Paris Cedex 05, France email: [email protected] email: [email protected] ABSTRACT used in particular in Evolutionary Robotics to make real or simulated robots exhibit a desired behavior [3]. Evolutionary Robotics is a research field focused on Most evolutionary algorithms optimize a fixed size autonomous design of robots based on evolutionary algo- genotype, whereas neuroevolution methods aim at explor- rithms. -
RUSQ Vol. 58, No. 4
THE ALERT COLLECTOR Mark Shores, Editor Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out Game On to games from her local public library. Later in life, she had the opportunity to start building a video game studies col- lection in her professional career as an archivist and special Game After collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game Sources for Video History.” There is much in this column to help librarians wanting to support research in this important entertainment Game History form. Ready player one?—Editor ideo games have emerged as a ubiquitous and dominant form of entertainment as evidenced by statistics compiled in the United States and pub- lished by the Entertainment Software Association: V60 percent of Americans play video and/or computer games daily; 70 percent of gamers are 18 and older; the average age of a player is 34; adult women constitute 33 percent of play- ers; and sales in the United States were estimated in 2017 at $36 billion.1 What constitutes a video game? This seemingly simple question has spurred much technical and philosophical debate. To this point, in 2010 I founded with Raiford Guins (professor of cinema and media studies, the Media School, Kristen J. Nyitray Indiana University) the William A. Higinbotham Game Studies Collection (2010–2016), named in honor of physi- Kristen J. Nyitray is Director of Special Collections cist Higinbotham, developer of the analog computer game and University Archives, and University Archivist at Tennis for Two (as it is most commonly known).2 This game Stony Brook University, State University of New York. -
Neuroevolution
Neuroevolution Risto Miikkulainen The University of Texas at Austin 1 Definition Neuroevolution is a method for modifying neural network weights, topologies, or ensembles in order to learn a specific task. Evolutionary computation is used to search for network parameters that maximize a fitness function that measures performance in the task. Compared to other neural network learning methods, neuroevolution is highly general, allowing learning without explicit targets, with nondifferentiable activation functions, and with recurrent networks. It can also be combined with standard neural network learning to e.g. model biological adaptation. Neuroevolution can also be seen as a policy search method for reinforcement- learning problems, where it is well suited to continuous domains and to domains where the state is only partially observable. 2 Synonyms Evolving neural networks, genetic neural networks 3 Motivation and Background The primary motivation for neuroevolution is to be able to train neural networks in sequential decision tasks with sparse reinforcement information. Most neural network learning is concerned with supervised tasks, where the desired behavior is described in terms of a corpus of input-output examples. However, many learning tasks in the real world do not lend themselves to the supervised learning approach. For example, in game playing, vehicle control, and robotics, the optimal actions at each point in time are not always known; only after performing several actions it is possible to get information about how well they worked, such as winning or losing the game. Neuroevolution makes it possible to find a neural network that optimizes behavior given only such sparse information about how well the networks are doing, without direct information about what exactly they should be doing. -
New Joysticks Available for Your Atari 2600
May Your Holiday Season Be a Classic One Classic Gamer Magazine Classic Gamer Magazine December 2000 3 The Xonox List 27 Teach Your Children Well 28 Games of Blame 29 Mit’s Revenge 31 The Odyssey Challenger Series 34 Interview With Bob Rosha 38 Atari Arcade Hits Review 41 Jaguar: Straight From the Cat’s 43 Mouth 6 Homebrew Review 44 24 Dear Santa 46 CGM Online Reset 5 22 So, what’s Happening with CGM Newswire 6 our website? Upcoming Releases 8 In the coming months we’ll Book Review: The First Quarter 9 be expanding our web pres- Classic Ad: “Fonz” from 1976 10 ence with more articles, games and classic gaming merchan- Lost Arcade Classic: Guzzler 11 dise. Right now we’re even The Games We Love to Hate 12 shilling Classic Gamer Maga- zine merchandise such as The X-Games 14 t-shirts and coffee mugs. Are These Games Unplayable? 16 So be sure to check online with us for all the latest and My Favorite Hedgehog 18 greatest in classic gaming news Ode to Arcade Art 20 and fun. Roland’s Rat Race for the C-64 22 www.classicgamer.com Survival Island 24 Head ‘em Off at the Past 48 Classic Ad: “K.C. Munchkin” 1982 49 My .025 50 Make it So, Mr. Borf! Dragon’s Lair 52 and Space Ace DVD Review How I Tapped Out on Tapper 54 Classifieds 55 Poetry Contest Winners 55 CVG 101: What I Learned Over 56 Summer Vacation Atari’s Misplays and Bogey’s 58 46 Deep Thaw 62 38 Classic Gamer Magazine December 2000 4 “Those who cannot remember the past are condemned to Issue 5 repeat it” - George Santayana December 2000 Editor-in-Chief “Unfortunately, those of us who do remember the past are Chris Cavanaugh condemned to repeat it with them." - unaccredited [email protected] Managing Editor -Box, Dreamcast, Play- and the X-Box? Well, much to Sarah Thomas [email protected] Station, PlayStation 2, the chagrin of Microsoft bashers Gamecube, Nintendo 64, everywhere, there is one rule of Contributing Writers Indrema, Nuon, Game business that should never be X Mark Androvich Boy Advance, and the home forgotten: Never bet against Bill. -
Building a Music Rhythm Video Game Information Systems and Computer
Building a music rhythm video game Ruben Rodrigues Rebelo Thesis to obtain the Master of Science Degree in Information Systems and Computer Engineering Supervisor: Prof. Rui Filipe Fernandes Prada Examination Committee Chairperson: Nuno Joao˜ Neves Mamede Supervisor: Prof. Rui Filipe Fernandes Prada Member of the Committee: Carlos Antonio´ Roque Martinho November 2016 Acknowledgments I would like to thank my supervisor, Prof. Rui Prada for the support and for making believe that my work in this thesis was not only possible, but also making me view that this work was important for myself. Also I want to thank Carla Boura Costa for helping me through this difficult stage and clarify my doubts that I was encountered this year. For the friends that I made this last year. Thank you to Miguel Faria, Tiago Santos, Nuno Xu, Bruno Henriques, Diogo Rato, Joana Condec¸o, Ana Salta, Andre´ Pires and Miguel Pires for being my friends and have the most interesting conversations (and sometimes funny too) that I haven’t heard in years. And a thank you to Vaniaˆ Mendonc¸a for reading my dissertation and suggest improvements. To my first friends that I made when I entered IST-Taguspark, thank you to Elvio´ Abreu, Fabio´ Alves and David Silva for your support. A small thank you to Prof. Lu´ısa Coheur for letting me and my origamis fill some of the space in the room of her students. A special thanks for Inesˆ Fernandes for inspire me to have the idea for the game of the thesis, and for giving special ideas that I wish to implement in a final version of the game. -
Neuroevolution Strategies for Episodic Reinforcement Learning ∗ Verena Heidrich-Meisner , Christian Igel
J. Algorithms 64 (2009) 152–168 Contents lists available at ScienceDirect Journal of Algorithms Cognition, Informatics and Logic www.elsevier.com/locate/jalgor Neuroevolution strategies for episodic reinforcement learning ∗ Verena Heidrich-Meisner , Christian Igel Institut für Neuroinformatik, Ruhr-Universität Bochum, 44780 Bochum, Germany article info abstract Article history: Because of their convincing performance, there is a growing interest in using evolutionary Received 30 April 2009 algorithms for reinforcement learning. We propose learning of neural network policies Available online 8 May 2009 by the covariance matrix adaptation evolution strategy (CMA-ES), a randomized variable- metric search algorithm for continuous optimization. We argue that this approach, Keywords: which we refer to as CMA Neuroevolution Strategy (CMA-NeuroES), is ideally suited for Reinforcement learning Evolution strategy reinforcement learning, in particular because it is based on ranking policies (and therefore Covariance matrix adaptation robust against noise), efficiently detects correlations between parameters, and infers a Partially observable Markov decision process search direction from scalar reinforcement signals. We evaluate the CMA-NeuroES on Direct policy search five different (Markovian and non-Markovian) variants of the common pole balancing problem. The results are compared to those described in a recent study covering several RL algorithms, and the CMA-NeuroES shows the overall best performance. © 2009 Elsevier Inc. All rights reserved. 1. Introduction Neuroevolution denotes the application of evolutionary algorithms to the design and learning of neural networks [54,11]. Accordingly, the term Neuroevolution Strategies (NeuroESs) refers to evolution strategies applied to neural networks. Evolution strategies are a major branch of evolutionary algorithms [35,40,8,2,7]. -
Encyclopedia of Computational Neuroscience
Encyclopedia of Computational Neuroscience Dieter Jaeger • Ranu Jung Editors Encyclopedia of Computational Neuroscience With 1109 Figures and 71 Tables Editors Dieter Jaeger Ranu Jung Department of Biology Department of Biomedical Engineering Emory University Florida International University Atlanta, GA, USA Miami, FL, USA ISBN 978-1-4614-6674-1 ISBN 978-1-4614-6675-8 (eBook) ISBN 978-1-4614-6676-5 (print and electronic bundle) DOI 10.1007/978-1-4614-6675-8 Springer New York Heidelberg Dordrecht London Library of Congress Control Number: 2014958664 # Springer Science+Business Media New York 2015 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publisher’s location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law. The use of general descriptive names, registered names, trademarks, service marks, etc.