Abstract: As the network based technologies become
omnipresent, demands to secure networks/systems against threat
increase. One of the effective ways to achieve higher security is
through the use of intrusion detection systems (IDS), which are a
software tool to detect anomalous in the computer or network. In this
paper, an IDS has been developed using an improved machine
learning based algorithm, Locally Linear Neuro Fuzzy Model
(LLNF) for classification whereas this model is originally used for
system identification. A key technical challenge in IDS and LLNF
learning is the curse of high dimensionality. Therefore a feature
selection phase is proposed which is applicable to any IDS. While
investigating the use of three feature selection algorithms, in this
model, it is shown that adding feature selection phase reduces
computational complexity of our model. Feature selection algorithms
require the use of a feature goodness measure. The use of both a
linear and a non-linear measure - linear correlation coefficient and
mutual information- is investigated respectively
Abstract: Fundamental sensor-motor couplings form the backbone
of most mobile robot control tasks, and often need to be implemented
fast, efficiently and nevertheless reliably. Machine learning
techniques are therefore often used to obtain the desired sensor-motor
competences.
In this paper we present an alternative to established machine
learning methods such as artificial neural networks, that is very fast,
easy to implement, and has the distinct advantage that it generates
transparent, analysable sensor-motor couplings: system identification
through nonlinear polynomial mapping.
This work, which is part of the RobotMODIC project at the
universities of Essex and Sheffield, aims to develop a theoretical understanding
of the interaction between the robot and its environment.
One of the purposes of this research is to enable the principled design
of robot control programs.
As a first step towards this aim we model the behaviour of the
robot, as this emerges from its interaction with the environment, with
the NARMAX modelling method (Nonlinear, Auto-Regressive, Moving
Average models with eXogenous inputs). This method produces
explicit polynomial functions that can be subsequently analysed using
established mathematical methods.
In this paper we demonstrate the fidelity of the obtained NARMAX
models in the challenging task of robot route learning; we present a
set of experiments in which a Magellan Pro mobile robot was taught
to follow four different routes, always using the same mechanism to
obtain the required control law.
Abstract: In this paper, a model for an information retrieval
system is proposed which takes into account that knowledge about
documents and information need of users are dynamic. Two
methods are combined, one qualitative or symbolic and the other
quantitative or numeric, which are deemed suitable for many
clustering contexts, data analysis, concept exploring and
knowledge discovery. These two methods may be classified as
inductive learning techniques. In this model, they are introduced to
build “long term" knowledge about past queries and concepts in a
collection of documents. The “long term" knowledge can guide
and assist the user to formulate an initial query and can be
exploited in the process of retrieving relevant information. The
different kinds of knowledge are organized in different points of
view. This may be considered an enrichment of the exploration
level which is coherent with the concept of document/query
structure.
Abstract: This paper presents the methodology from machine
learning approaches for short-term rain forecasting system. Decision
Tree, Artificial Neural Network (ANN), and Support Vector Machine
(SVM) were applied to develop classification and prediction models
for rainfall forecasts. The goals of this presentation are to
demonstrate (1) how feature selection can be used to identify the
relationships between rainfall occurrences and other weather
conditions and (2) what models can be developed and deployed for
predicting the accurate rainfall estimates to support the decisions to
launch the cloud seeding operations in the northeastern part of
Thailand. Datasets collected during 2004-2006 from the
Chalermprakiat Royal Rain Making Research Center at Hua Hin,
Prachuap Khiri khan, the Chalermprakiat Royal Rain Making
Research Center at Pimai, Nakhon Ratchasima and Thai
Meteorological Department (TMD). A total of 179 records with 57
features was merged and matched by unique date. There are three
main parts in this work. Firstly, a decision tree induction algorithm
(C4.5) was used to classify the rain status into either rain or no-rain.
The overall accuracy of classification tree achieves 94.41% with the
five-fold cross validation. The C4.5 algorithm was also used to
classify the rain amount into three classes as no-rain (0-0.1 mm.),
few-rain (0.1- 10 mm.), and moderate-rain (>10 mm.) and the overall
accuracy of classification tree achieves 62.57%. Secondly, an ANN
was applied to predict the rainfall amount and the root mean square
error (RMSE) were used to measure the training and testing errors of
the ANN. It is found that the ANN yields a lower RMSE at 0.171 for
daily rainfall estimates, when compared to next-day and next-2-day
estimation. Thirdly, the ANN and SVM techniques were also used to
classify the rain amount into three classes as no-rain, few-rain, and
moderate-rain as above. The results achieved in 68.15% and 69.10%
of overall accuracy of same-day prediction for the ANN and SVM
models, respectively. The obtained results illustrated the comparison
of the predictive power of different methods for rainfall estimation.
Abstract: The major goal in defining and examining game
scenarios is to find good strategies as solutions to the game. A
plausible solution is a recommendation to the players on how to play
the game, which is represented as strategies guided by the various
choices available to the players. These choices invariably compel the
players (decision makers) to execute an action following some
conscious tactics. In this paper, we proposed a refinement-based
heuristic as a machine learning technique for human-like decision
making in playing Ayo game. The result showed that our machine
learning technique is more adaptable and more responsive in making
decision than human intelligence. The technique has the advantage
that a search is astutely conducted in a shallow horizon game tree.
Our simulation was tested against Awale shareware and an appealing
result was obtained.