A Reinforcement Learning Approach to Lift Generation in Flapping MAVs: Experimental Results

Author(s):  
Mehran Motamed ◽  
Joseph Yan
2019 ◽  
Vol 9 (4) ◽  
pp. 750 ◽  
Author(s):  
Yujia Zhang ◽  
Michael Kampffmeyer ◽  
Xiaoguang Zhao ◽  
Min Tan

Query-conditioned video summarization requires to (1) find a diverse set of video shots/frames that are representative for the whole video, and that (2) the selected shots/frames are related to a given query. Thus it can be tailored to different user interests leading to a better personalized summary and differs from the generic video summarization which only focuses on video content. Our work targets this query-conditioned video summarization task, by first proposing a Mapping Network (MapNet) in order to express how related a shot is to a given query. MapNet helps establish the relation between the two different modalities (videos and query), which allows mapping of visual information to query space. After that, a deep reinforcement learning-based summarization network (SummNet) is developed to provide personalized summaries by integrating relatedness, representativeness and diversity rewards. These rewards jointly guide the agent to select the most representative and diversity video shots that are most related to the user query. Experimental results on a query-conditioned video summarization benchmark demonstrate the effectiveness of our proposed method, indicating the usefulness of the proposed mapping mechanism as well as the reinforcement learning approach.


2021 ◽  
Author(s):  
Annapurna P Patil ◽  
SANJAY RAGHAVENDRA ◽  
Shruthi Srinarasi ◽  
Reshma Ram

<p>Reinforcement Learning (RL) is the study of how Artificial Intelligence (AI) agents learn to make their own decisions in an environment to maximize the cumulative reward received. Although there has been notable progress in the application of RL for games, the category of ancient Indian games has remained almost untouched. Chowka Bhara is one such ancient Indian board game. This work aims at developing a Q-Learning-based RL Chowka Bhara player whose strategies and methodologies are obtained from three Strategic Players viz. Fast Player, Random Player, and Balanced Player. It is observed through the experimental results that the Q-Learning Player outperforms all three Strategic Players.</p>


2021 ◽  
Author(s):  
Annapurna P Patil ◽  
SANJAY RAGHAVENDRA ◽  
Shruthi Srinarasi ◽  
Reshma Ram

<p>Reinforcement Learning (RL) is the study of how Artificial Intelligence (AI) agents learn to make their own decisions in an environment to maximize the cumulative reward received. Although there has been notable progress in the application of RL for games, the category of ancient Indian games has remained almost untouched. Chowka Bhara is one such ancient Indian board game. This work aims at developing a Q-Learning-based RL Chowka Bhara player whose strategies and methodologies are obtained from three Strategic Players viz. Fast Player, Random Player, and Balanced Player. It is observed through the experimental results that the Q-Learning Player outperforms all three Strategic Players.</p>


2020 ◽  
Vol 17 (10) ◽  
pp. 129-141
Author(s):  
Yiwen Nie ◽  
Junhui Zhao ◽  
Jun Liu ◽  
Jing Jiang ◽  
Ruijin Ding

2016 ◽  
Author(s):  
Dario di Nocera ◽  
Alberto Finzi ◽  
Silvia Rossi ◽  
Mariacarla Staffa

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