Jing Li

h-index19
2papers
1,593citations

2 Papers

3.6CVSep 20, 2025
Artificial Satellite Trails Detection Using U-Net Deep Neural Network and Line Segment Detector Algorithm

Xiaohan Chen, Hongrui Gu, Cunshi Wang et al.

With the rapid increase in the number of artificial satellites, astronomical imaging is experiencing growing interference. When these satellites reflect sunlight, they produce streak-like artifacts in photometry images. Such satellite trails can introduce false sources and cause significant photometric errors. As a result, accurately identifying the positions of satellite trails in observational data has become essential. In this work, we propose a satellite trail detection model that combines the U-Net deep neural network for image segmentation with the Line Segment Detector (LSD) algorithm. The model is trained on 375 simulated images of satellite trails, generated using data from the Mini-SiTian Array. Experimental results show that for trails with a signal-to-noise ratio (SNR) greater than 3, the detection rate exceeds 99. Additionally, when applied to real observational data from the Mini-SiTian Array, the model achieves a recall of 79.57 and a precision of 74.56.

2.6LGOct 15, 2024
Improve Value Estimation of Q Function and Reshape Reward with Monte Carlo Tree Search

Jiamian Li

Reinforcement learning has achieved remarkable success in perfect information games such as Go and Atari, enabling agents to compete at the highest levels against human players. However, research in reinforcement learning for imperfect information games has been relatively limited due to the more complex game structures and randomness. Traditional methods face challenges in training and improving performance in imperfect information games due to issues like inaccurate Q value estimation and reward sparsity. In this paper, we focus on Uno, an imperfect information game, and aim to address these problems by reducing Q value overestimation and reshaping reward function. We propose a novel algorithm that utilizes Monte Carlo Tree Search to average the value estimations in Q function. Even though we choose Double Deep Q Learning as the foundational framework in this paper, our method can be generalized and used in any algorithm which needs Q value estimation, such as the Actor-Critic. Additionally, we employ Monte Carlo Tree Search to reshape the reward structure in the game environment. We compare our algorithm with several traditional methods applied to games such as Double Deep Q Learning, Deep Monte Carlo and Neural Fictitious Self Play, and the experiments demonstrate that our algorithm consistently outperforms these approaches, especially as the number of players in Uno increases, indicating a higher level of difficulty.