Michael G. Madden

AI
h-index23
13papers
738citations
Novelty30%
AI Score25

13 Papers

1.0LGOct 10, 2019Code
PROFET: Construction and Inference of DBNs Based on Mathematical Models

Hamda Ajmal, Michael Madden, Catherine Enright

This paper presents, evaluates, and discusses a new software tool to automatically build Dynamic Bayesian Networks (DBNs) from ordinary differential equations (ODEs) entered by the user. The DBNs generated from ODE models can handle both data uncertainty and model uncertainty in a principled manner. The application, named PROFET, can be used for temporal data mining with noisy or missing variables. It enables automatic re-estimation of model parameters using temporal evidence in the form of data streams. For temporal inference, PROFET includes both standard fixed time step particle filtering and its extension, adaptive-time particle filtering algorithms. Adaptive-time particle filtering enables the DBN to automatically adapt its time step length to match the dynamics of the model. We demonstrate PROFET's functionality by using it to infer the model variables by estimating the model parameters of four benchmark ODE systems. From the generation of the DBN model to temporal inference, the entire process is automated and is delivered as an open-source platform-independent software application with a comprehensive user interface. PROFET is released under the Apache License 2.0. Its source code, executable and documentation are available at http:://profet.it.nuigalway.ie.

3.7CVApr 11, 2024
Depth Estimation using Weighted-loss and Transfer Learning

Muhammad Adeel Hafeez, Michael G. Madden, Ganesh Sistu et al.

Depth estimation from 2D images is a common computer vision task that has applications in many fields including autonomous vehicles, scene understanding and robotics. The accuracy of a supervised depth estimation method mainly relies on the chosen loss function, the model architecture, quality of data and performance metrics. In this study, we propose a simplified and adaptable approach to improve depth estimation accuracy using transfer learning and an optimized loss function. The optimized loss function is a combination of weighted losses to which enhance robustness and generalization: Mean Absolute Error (MAE), Edge Loss and Structural Similarity Index (SSIM). We use a grid search and a random search method to find optimized weights for the losses, which leads to an improved model. We explore multiple encoder-decoder-based models including DenseNet121, DenseNet169, DenseNet201, and EfficientNet for the supervised depth estimation model on NYU Depth Dataset v2. We observe that the EfficientNet model, pre-trained on ImageNet for classification when used as an encoder, with a simple upsampling decoder, gives the best results in terms of RSME, REL and log10: 0.386, 0.113 and 0.049, respectively. We also perform a qualitative analysis which illustrates that our model produces depth maps that closely resemble ground truth, even in cases where the ground truth is flawed. The results indicate significant improvements in accuracy and robustness, with EfficientNet being the most successful architecture.

3.7CVApr 6, 2024
Beyond the Known: Adversarial Autoencoders in Novelty Detection

Muhammad Asad, Ihsan Ullah, Ganesh Sistu et al.

In novelty detection, the goal is to decide if a new data point should be categorized as an inlier or an outlier, given a training dataset that primarily captures the inlier distribution. Recent approaches typically use deep encoder and decoder network frameworks to derive a reconstruction error, and employ this error either to determine a novelty score, or as the basis for a one-class classifier. In this research, we use a similar framework but with a lightweight deep network, and we adopt a probabilistic score with reconstruction error. Our methodology calculates the probability of whether the sample comes from the inlier distribution or not. This work makes two key contributions. The first is that we compute the novelty probability by linearizing the manifold that holds the structure of the inlier distribution. This allows us to interpret how the probability is distributed and can be determined in relation to the local coordinates of the manifold tangent space. The second contribution is that we improve the training protocol for the network. Our results indicate that our approach is effective at learning the target class, and it outperforms recent state-of-the-art methods on several benchmark datasets.

1.8LGDec 19, 2019
Graph Convolutional Networks: analysis, improvements and results

Ihsan Ullah, Mario Manzo, Mitul Shah et al.

In the current era of neural networks and big data, higher dimensional data is processed for automation of different application areas. Graphs represent a complex data organization in which dependencies between more than one object or activity occur. Due to the high dimensionality, this data creates challenges for machine learning algorithms. Graph convolutional networks were introduced to utilize the convolutional models concepts that shows good results. In this context, we enhanced two of the existing Graph convolutional network models by proposing four enhancements. These changes includes: hyper parameters optimization, convex combination of activation functions, topological information enrichment through clustering coefficients measure, and structural redesign of the network through addition of dense layers. We present extensive results on four state-of-art benchmark datasets. The performance is notable not only in terms of lesser computational cost compared to competitors, but also achieved competitive results for three of the datasets and state-of-the-art for the fourth dataset.

1.0LGOct 10, 2019
Dealing with Stochasticity in Biological ODE Models

Hamda Ajmal, Michael Madden, Catherine Enright

Mathematical modeling with Ordinary Differential Equations (ODEs) has proven to be extremely successful in a variety of fields, including biology. However, these models are completely deterministic given a certain set of initial conditions. We convert mathematical ODE models of three benchmark biological systems to Dynamic Bayesian Networks (DBNs). The DBN model can handle model uncertainty and data uncertainty in a principled manner. They can be used for temporal data mining for noisy and missing variables. We apply Particle Filtering algorithm to infer the model variables by re-estimating the models parameters of various biological ODE models. The model parameters are automatically re-estimated using temporal evidence in the form of data streams. The results show that DBNs are capable of inferring the model variables of the ODE model with high accuracy in situations where data is missing, incomplete, sparse and irregular and true values of model parameters are not known.

1.7AISep 14, 2018
A Virtual Testbed for Critical Incident Investigation with Autonomous Remote Aerial Vehicle Surveying, Artificial Intelligence, and Decision Support

David L. Smyth, Sai Abinesh, Nazli B. Karimi et al.

Autonomous robotics and artificial intelligence techniques can be used to support human personnel in the event of critical incidents. These incidents can pose great danger to human life. Some examples of such assistance include: multi-robot surveying of the scene; collection of sensor data and scene imagery, real-time risk assessment and analysis; object identification and anomaly detection; and retrieval of relevant supporting documentation such as standard operating procedures (SOPs). These incidents, although often rare, can involve chemical, biological, radiological/nuclear or explosive (CBRNE) substances and can be of high consequence. Real-world training and deployment of these systems can be costly and sometimes not feasible. For this reason, we have developed a realistic 3D model of a CBRNE scenario to act as a testbed for an initial set of assisting AI tools that we have developed.

1.7AIAug 31, 2018
Using a Game Engine to Simulate Critical Incidents and Data Collection by Autonomous Drones

David L. Smyth, Frank G. Glavin, Michael G. Madden

Using a game engine, we have developed a virtual environment which models important aspects of critical incident scenarios. We focused on modelling phenomena relating to the identification and gathering of key forensic evidence, in order to develop and test a system which can handle chemical, biological, radiological/nuclear or explosive (CBRNe) events autonomously. This allows us to build and validate AI-based technologies, which can be trained and tested in our custom virtual environment before being deployed in real-world scenarios. We have used our virtual scenario to rapidly prototype a system which can use simulated Remote Aerial Vehicles (RAVs) to gather images from the environment for the purpose of mapping. Our environment provides us with an effective medium through which we can develop and test various AI methodologies for critical incident scene assessment, in a safe and controlled manner

12.7AIJun 14, 2018
Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning

Frank G. Glavin, Michael G. Madden

In current state-of-the-art commercial first person shooter games, computer controlled bots, also known as non player characters, can often be easily distinguishable from those controlled by humans. Tell-tale signs such as failed navigation, "sixth sense" knowledge of human players' whereabouts and deterministic, scripted behaviors are some of the causes of this. We propose, however, that one of the biggest indicators of non humanlike behavior in these games can be found in the weapon shooting capability of the bot. Consistently perfect accuracy and "locking on" to opponents in their visual field from any distance are indicative capabilities of bots that are not found in human players. Traditionally, the bot is handicapped in some way with either a timed reaction delay or a random perturbation to its aim, which doesn't adapt or improve its technique over time. We hypothesize that enabling the bot to learn the skill of shooting through trial and error, in the same way a human player learns, will lead to greater variation in game-play and produce less predictable non player characters. This paper describes a reinforcement learning shooting mechanism for adapting shooting over time based on a dynamic reward signal from the amount of damage caused to opponents.

2.5CVJun 14, 2018
Analysis of the Effect of Unexpected Outliers in the Classification of Spectroscopy Data

Frank G. Glavin, Michael G. Madden

Multi-class classification algorithms are very widely used, but we argue that they are not always ideal from a theoretical perspective, because they assume all classes are characterized by the data, whereas in many applications, training data for some classes may be entirely absent, rare, or statistically unrepresentative. We evaluate one-sided classifiers as an alternative, since they assume that only one class (the target) is well characterized. We consider a task of identifying whether a substance contains a chlorinated solvent, based on its chemical spectrum. For this application, it is not really feasible to collect a statistically representative set of outliers, since that group may contain \emph{anything} apart from the target chlorinated solvents. Using a new one-sided classification toolkit, we compare a One-Sided k-NN algorithm with two well-known binary classification algorithms, and conclude that the one-sided classifier is more robust to unexpected outliers.

4.4AIJun 13, 2018
Learning to Shoot in First Person Shooter Games by Stabilizing Actions and Clustering Rewards for Reinforcement Learning

Frank G. Glavin, Michael G. Madden

While reinforcement learning (RL) has been applied to turn-based board games for many years, more complex games involving decision-making in real-time are beginning to receive more attention. A challenge in such environments is that the time that elapses between deciding to take an action and receiving a reward based on its outcome can be longer than the interval between successive decisions. We explore this in the context of a non-player character (NPC) in a modern first-person shooter game. Such games take place in 3D environments where players, both human and computer-controlled, compete by engaging in combat and completing task objectives. We investigate the use of RL to enable NPCs to gather experience from game-play and improve their shooting skill over time from a reward signal based on the damage caused to opponents. We propose a new method for RL updates and reward calculations, in which the updates are carried out periodically, after each shooting encounter has ended, and a new weighted-reward mechanism is used which increases the reward applied to actions that lead to damaging the opponent in successive hits in what we term "hit clusters".

4.4AIJun 13, 2018
DRE-Bot: A Hierarchical First Person Shooter Bot Using Multiple Sarsa(λ) Reinforcement Learners

Frank G. Glavin, Michael G. Madden

This paper describes an architecture for controlling non-player characters (NPC) in the First Person Shooter (FPS) game Unreal Tournament 2004. Specifically, the DRE-Bot architecture is made up of three reinforcement learners, Danger, Replenish and Explore, which use the tabular Sarsa(λ) algorithm. This algorithm enables the NPC to learn through trial and error building up experience over time in an approach inspired by human learning. Experimentation is carried to measure the performance of DRE-Bot when competing against fixed strategy bots that ship with the game. The discount parameter, γ, and the trace parameter, λ, are also varied to see if their values have an effect on the performance.

3.3CYJun 12, 2018
A Virtual Environment with Multi-Robot Navigation, Analytics, and Decision Support for Critical Incident Investigation

David L. Smyth, James Fennell, Sai Abinesh et al.

Accidents and attacks that involve chemical, biological, radiological/nuclear or explosive (CBRNE) substances are rare, but can be of high consequence. Since the investigation of such events is not anybody's routine work, a range of AI techniques can reduce investigators' cognitive load and support decision-making, including: planning the assessment of the scene; ongoing evaluation and updating of risks; control of autonomous vehicles for collecting images and sensor data; reviewing images/videos for items of interest; identification of anomalies; and retrieval of relevant documentation. Because of the rare and high-risk nature of these events, realistic simulations can support the development and evaluation of AI-based tools. We have developed realistic models of CBRNE scenarios and implemented an initial set of tools.

29.4LGNov 30, 2013
One-Class Classification: Taxonomy of Study and Review of Techniques

Shehroz S. Khan, Michael G. Madden

One-class classification (OCC) algorithms aim to build classification models when the negative class is either absent, poorly sampled or not well defined. This unique situation constrains the learning of efficient classifiers by defining class boundary just with the knowledge of positive class. The OCC problem has been considered and applied under many research themes, such as outlier/novelty detection and concept learning. In this paper we present a unified view of the general problem of OCC by presenting a taxonomy of study for OCC problems, which is based on the availability of training data, algorithms used and the application domains applied. We further delve into each of the categories of the proposed taxonomy and present a comprehensive literature review of the OCC algorithms, techniques and methodologies with a focus on their significance, limitations and applications. We conclude our paper by discussing some open research problems in the field of OCC and present our vision for future research.