Medical diagnostic robot systems have been paid more and more attention due to its objectivity and accuracy. The diagnosis of mild cognitive impairment (MCI) is considered an effective means to prevent Alzheimer's disease (AD). Doctors diagnose MCI based on various clinical examinations, which are expensive and the diagnosis results rely on the knowledge of doctors. Therefore, it is necessary to develop a robot diagnostic system to eliminate the influence of human factors and obtain a higher accuracy rate. In this paper, we propose a novel Group Feature Domain Adversarial Neural Network (GF-DANN) for amnestic MCI (aMCI) diagnosis, which involves two important modules. A Group Feature Extraction (GFE) module is proposed to reduce individual differences by learning group-level features through adversarial learning. A Dual Branch Domain Adaptation (DBDA) module is carefully designed to reduce the distribution difference between the source and target domain in a domain adaption way. On three types of data set, GF-DANN achieves the best accuracy compared with classic machine learning and deep learning methods. On the DMS data set, GF-DANN has obtained an accuracy rate of 89.47%, and the sensitivity and specificity are 90% and 89%. In addition, by comparing three EEG data collection paradigms, our results demonstrate that the DMS paradigm has the potential to build an aMCI diagnose robot system.
Interactive single-image segmentation is ubiquitous in the scientific and commercial imaging software. In this work, we focus on the single-image segmentation problem only with some seeds such as scribbles. Inspired by the dynamic receptive field in the human being's visual system, we propose the Gaussian dynamic convolution (GDC) to fast and efficiently aggregate the contextual information for neural networks. The core idea is randomly selecting the spatial sampling area according to the Gaussian distribution offsets. Our GDC can be easily used as a module to build lightweight or complex segmentation networks. We adopt the proposed GDC to address the typical single-image segmentation tasks. Furthermore, we also build a Gaussian dynamic pyramid Pooling to show its potential and generality in common semantic segmentation. Experiments demonstrate that the GDC outperforms other existing convolutions on three benchmark segmentation datasets including Pascal-Context, Pascal-VOC 2012, and Cityscapes. Additional experiments are also conducted to illustrate that the GDC can produce richer and more vivid features compared with other convolutions. In general, our GDC is conducive to the convolutional neural networks to form an overall impression of the image.
Huge overhead of beam training imposes a significant challenge in millimeter-wave (mmWave) wireless communications. To address this issue, in this paper, we propose a wide beam based training approach to calibrate the narrow beam direction according to the channel power leakage. To handle the complex nonlinear properties of the channel power leakage, deep learning is utilized to predict the optimal narrow beam directly. Specifically, three deep learning assisted calibrated beam training schemes are proposed. The first scheme adopts convolution neural network to implement the prediction based on the instantaneous received signals of wide beam training. We also perform the additional narrow beam training based on the predicted probabilities for further beam direction calibrations. The second scheme adopts long-short term memory (LSTM) network for tracking the movement of users and calibrating the beam direction according to the received signals of prior beam training, in order to enhance the robustness to noise. To further reduce the overhead of wide beam training, our third scheme, an adaptive beam training strategy, selects partial wide beams to be trained based on the prior received signals. Two criteria, namely, optimal neighboring criterion and maximum probability criterion, are designed for the selection. Furthermore, to handle mobile scenarios, auxiliary LSTM is introduced to calibrate the directions of the selected wide beams more precisely. Simulation results demonstrate that our proposed schemes achieve significantly higher beamforming gain with smaller beam training overhead compared with the conventional and existing deep-learning based counterparts.
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including curriculum self-play learning, policy distillation, off-policy adaption, multi-head value estimation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.
Hero drafting is essential in MOBA game playing as it builds the team of each side and directly affects the match outcome. State-of-the-art drafting methods fail to consider: 1) drafting efficiency when the hero pool is expanded; 2) the multi-round nature of a MOBA 5v5 match series, i.e., two teams play best-of-N and the same hero is only allowed to be drafted once throughout the series. In this paper, we formulate the drafting process as a multi-round combinatorial game and propose a novel drafting algorithm based on neural networks and Monte-Carlo tree search, named JueWuDraft. Specifically, we design a long-term value estimation mechanism to handle the best-of-N drafting case. Taking Honor of Kings, one of the most popular MOBA games at present, as a running case, we demonstrate the practicality and effectiveness of JueWuDraft when compared to state-of-the-art drafting methods.
We present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games.
In this research, we continuously collect data from the RSS feeds of traditional news sources. We apply several pre-trained implementations of named entity recognition (NER) tools, quantifying the success of each implementation. We also perform sentiment analysis of each news article at the document, paragraph and sentence level, with the goal of creating a corpus of tagged news articles that is made available to the public through a web interface. Finally, we show how the data in this corpus could be used to identify bias in news reporting.