Space Navigator: a Tool for the Optimization of Collision Avoidance Maneuvers
The number of space objects will grow several times in a few years due to the planned launches of constellations of thousands microsatellites. It leads to a significant increase in the threat of satellite collisions. Spacecraft must undertake collision avoidance maneuvers to mitigate the risk. According to publicly available information, conjunction events are now manually handled by operators on the Earth. The manual maneuver planning requires qualified personnel and will be impractical for constellations of thousands satellites. In this paper we propose a new modular autonomous collision avoidance system called "Space Navigator". It is based on a novel maneuver optimization approach that combines domain knowledge with Reinforcement Learning methods.
Efficient regulation of internal homeostasis and defending it against perturbations requires adaptive behavioral strategies. However, the computational principles mediating the interaction between homeostatic and associative learning processes remain undefined. Here we use a definition of primary rewards, as outcomes fulfilling physiological needs, to build a normative theory showing how learning motivated behaviors may be modulated by internal states. Within this framework, we mathematically prove that seeking rewards is equivalent to the fundamental objective of physiological stability, defining the notion of physiological rationality of behavior. We further suggest a formal basis for temporal discounting of rewards by showing that discounting motivates animals to follow the shortest path in the space of physiological variables toward the desired setpoint. We also explain how animals learn to act predictively to preclude prospective homeostatic challenges, and several other behavioral patterns. Finally, we suggest a computational role for interaction between hypothalamus and the brain reward system.
Given article contains an overview of recent works on methods of visualizing of the structures of automatic control systems. Some new algorithms are proposed: an algorithm for constructing a set of control units with an additional number of correction units in form of sets of transfer functions, the algorithm for the compatibility check of the generated sets, the algorithm of transition from a system of transfer functions to the list of incidence for further visualization. The article contains an example of proposed algorithms.
Heaps are well-studied fundamental data structures, having myriads of applications, both theoretical and practical. We consider the problem of designing a heap with an “optimal” extract-min operation. Assuming an arbitrary linear ordering of keys, a heap with n elements typically takes O(log n) time to extract the min-imum. Extracting all elements faster is impossible as this would violate the Ω(n log n) bound for comparison-based sorting. It is known, however, that is takes only O(n + k log k) time to sort just k smallest elements out of n given, which prompts that there might be a faster heap, whose extract-min performance depends on the number of elements extracted so far. In this paper we show that is indeed the case. We present a version of heap that performs insert in O(1) time and takes only O(log ∗ n + log k) time to carry out the k-th extraction (where log ∗ denotes the iterated logarithm). All the above bounds are worst-case.
HISTELCON 2015 was the 4th in its series, after HISTELCON 2008 in Paris, HISTELCON 2010 in Madrid, and HISTELCON 2012 in Pavia). HISTELCON is a pioneering effort by IEEE Region 8 to bring together engineers with historians of engineering to discuss subjects of mutual interest.
We present two examples of how human-like behavior can be implemented in a model of computer player to improve its characteristics and decision-making patterns in video game. At first, we describe a reinforcement learning model, which helps to choose the best weapon depending on reward values obtained from shooting combat situations. Secondly, we consider an obstacle avoiding path planning adapted to the tactical visibility measure. We describe an implementation of a smoothing path model, which allows the use of penalties (negative rewards) for walking through ``bad'' tactical positions. We also study algorithms of path finding such as improved I-ARA* search algorithm for dynamic graph by copying human discrete decision-making model of reconsidering goals similar to Page-Rank algorithm. All the approaches demonstrate how human behavior can be modeled in applications with significant perception of intellectual agent actions.
In this article a combination of two modern aspects of games development is considered: (i) the impact of high quality graphics and virtual reality (VR) user adaptation to believe in realness of in-game events by user’s own eyes; (ii) modeling an enemy’s behavior under automatic computer control, called BOT, which reacts similarly to human players. We consider a First-Person Shooter (FPS) game genre, which simulates an experience of combat actions. We describe some tricks to overcome simulator sicknesses in a shooter with respect to Oculus Rift and HTC Vive headsets. We created a BOT model that strongly reduces the conflict and uncertainty in matching human expectations. BOT passes VR game Alan Turing test with 80% threshold of believable human-like behavior.
Humans often change their beliefs or behavior due to the behavior or opinions of others. This study explored, with the use of human event-related potentials (ERPs), whether social conformity is based on a general performance-monitoring mechanism. We tested the hypothesis that conflicts with a normative group opinion evoke a feedback-related negativity (FRN) often associated with performance monitoring and subsequent adjustment of behavior. The experimental results show that individual judgments of facial attractiveness were adjusted in line with a normative group opinion. A mismatch between individual and group opinions triggered a frontocentral negative deflection with the maximum at 200 ms, similar to FRN. Overall, a conflict with a normative group opinion triggered a cascade of neuronal responses: from an earlier FRN response reflecting a conflict with the normative opinion to a later ERP component (peaking at 380 ms) reflecting a conforming behavioral adjustment. These results add to the growing literature on neuronal mechanisms of social influence by disentangling the conflict-monitoring signal in response to the perceived violation of social norms and the neural signal of a conforming behavioral adjustment.
This proceedings publication is a compilation of selected contributions from the “Third International Conference on the Dynamics of Information Systems” which took place at the University of Florida, Gainesville, February 16–18, 2011. The purpose of this conference was to bring together scientists and engineers from industry, government, and academia in order to exchange new discoveries and results in a broad range of topics relevant to the theory and practice of dynamics of information systems. Dynamics of Information Systems: Mathematical Foundation presents state-of-the art research and is intended for graduate students and researchers interested in some of the most recent discoveries in information theory and dynamical systems. Scientists in other disciplines may also benefit from the applications of new developments to their own area of study.