artificial-intelligence

Tensorflow Count Objects in Image [closed]

雨燕双飞 提交于 2019-12-03 07:39:19
New to machine learning so looking for some direction how to get started. The end goal is to be able to train a model to count the number of objects in an image using Tensorflow. My initial focus will be to train the model to count one specific type of object. So lets say I take coins. I will only train the model to count coins. Not worried about creating a generic counter for all different types of objects. I've only done Google's example of image classification of flowers and I understand the basics of that. So looking for clues how to get started. Is this an image classification problem and

How to find patterns (lines, circles,…) from a list of points?

倖福魔咒の 提交于 2019-12-03 07:36:13
问题 I have a list of points. Each point being an x and y coordinate (both of which are integers). Now I'm trying to find known patterns, such as lines, arcs or circles, knowing that the points are not perfectly on the pattern. What's the best way to do it? I don't have many clues to get started. Edit: the points are ordered. The user is drawing something and the program should detect the best patterns. For instance, if a triangle is drawn, it should detect three lines. 回答1: take a look at Hough

What are “Factor Graphs” and what are they useful for?

你。 提交于 2019-12-03 07:30:03
问题 A friend is using Factor Graphs to do text mining (identifying references to people in text), and it got me interested in this tool, but I'm having a hard time finding an intuitive explanation of what Factor Graphs are and how to use them. Can anyone provide an explanation of Factor Graphs that isn't math heavy, and which focusses on practical applications rather than abstract theory? 回答1: They are used extensively for breaking down a problem into pieces. One very interesting application of

Minimax algorithm

六月ゝ 毕业季﹏ 提交于 2019-12-03 07:16:56
I have a simple question regarding the Minimax algorithm: for example for the tic-tac-toe game, how do I determine the utility function's for each player plays? It doesn't do that automatically, does it? I must hard-code the values in the game, it can't learn them by itself, does it? No, a MiniMax does not learn. It is a smarter version of a brute-force tree search. Typically you would implement the utility function directly. In this case the algorithm would not learn how to play the game, it would use the information that you had explicitly hard-coded in the implementation. However, it would

Latest in (open source) chatbot/fake AI?

拥有回忆 提交于 2019-12-03 07:13:55
问题 What is the lastest in open source chatbot/fake AI 'technology' ? Is ELIZA/ALICE/MegaHAL still 'current', or have there been made any advances in the past decade ? 回答1: ChatScript is the best open source tool that I've found for developing conversational agents (BSD License): https://github.com/ChatScript/ChatScript I have used it for several years and it's extremely programmer friendly (written in a way amenable to how programmers think and use tools). Most importantly, it was written to

How do you solve the 15-puzzle with A-Star or Dijkstra's Algorithm?

人盡茶涼 提交于 2019-12-03 07:11:52
问题 I've read in one of my AI books that popular algorithms (A-Star, Dijkstra) for path-finding in simulation or games is also used to solve the well-known "15-puzzle". Can anyone give me some pointers on how I would reduce the 15-puzzle to a graph of nodes and edges so that I could apply one of these algorithms? If I were to treat each node in the graph as a game state then wouldn't that tree become quite large? Or is that just the way to do it? 回答1: A good heuristic for A-Star with the 15

A* admissible heuristics on a grid with teleporters?

旧时模样 提交于 2019-12-03 07:01:11
问题 Suppose that you have a 2D grid of cells, some of which are filled in with walls. Characters can take a step from one square to any square that is one step horizontal or vertical from it, but cannot cross walls. Given a start position and an end position, we can find the shortest path from the start position to the end position by using the A* algorithm with an admissible heuristic. In this current setup, the Manhattan distance would be admissible, since it never overestimates the distance to

Neural Net Bias per Layer or per Node (non-input node)

ぐ巨炮叔叔 提交于 2019-12-03 06:41:51
I am looking to implement a generic Neural Net, with 1 Input Layer consisting of Input Nodes, 1 Output Layer consisting of Output Nodes, and N Hidden Layers consisting of Hidden Nodes. Nodes are organized into Layers, with the rule that Nodes in the same Layer cannot be connected. I mostly understand the concept of the Bias, and my question is this: Should there be one Bias value per Layer (shared by all nodes in that Layer) or should each Node (except Nodes in the Input Layer) have their own Bias value? I have a feeling it could be done both ways, and would like to understand the trade offs

Clustering Algorithm with discrete and continuous attributes?

三世轮回 提交于 2019-12-03 06:41:30
Does anyone know a good algorithm for perform clustering on both discrete and continuous attributes? I am working on a problem of identifying a group of similar customers and each customer has both discrete and continuous attributes (Think type of customers, amount of revenue generated by this customer, geographic location and etc..) Traditionally algorithm like K-means or EM work for continuous attributes, what if we have a mix of continuous and discrete attributes? If I remember correctly, then COBWEB algorithm could work with discrete attributes. And you can also do different 'tricks' to

TicTacToe AI Making Incorrect Decisions

烈酒焚心 提交于 2019-12-03 06:14:49
A little background: as a way to learn multinode trees in C++, I decided to generate all possible TicTacToe boards and store them in a tree such that the branch beginning at a node are all boards that can follow from that node, and the children of a node are boards that follow in one move. After that, I thought it would be fun to write an AI to play TicTacToe using that tree as a decision tree. TTT is a solvable problem where a perfect player will never lose, so it seemed an easy AI to code for my first time trying an AI. Now when I first implemented the AI, I went back and added two fields to