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公开(公告)号:US08589317B2
公开(公告)日:2013-11-19
申请号:US12970158
申请日:2010-12-16
IPC分类号: G06F15/18
CPC分类号: G06N99/005 , G06N3/08
摘要: Many computing scenarios involve the classification of content items within one or more categories. The content item set may be too large for humans to classify, but an automated classifier (e.g., an artificial neural network) may not be able to classify all content items with acceptable accuracy. Instead, the automated classifier may calculate a classification confidence while classifying respective content items. Content items having a low classification confidence may be sent to a human classifier, and may be added, along with the categories identified by the human classifier, to a training set. The automated classifier may then be retrained using the training set, thereby incrementally improving the classification confidence of the automated classifier while conserving the involvement of human classifiers. Additionally, human classifiers may be rewarded for classifying the content items, and the costs of such rewards may be considered while selecting content items for the training set.
摘要翻译: 许多计算场景包括对一个或多个类别内的内容项进行分类。 内容项集合可能太大以致人类不能进行分类,但是自动分类器(例如,人造神经网络)可能不能够以可接受的准确度对所有内容项进行分类。 相反,自动分类器可以在分类各个内容项目时计算分类置信度。 具有低分类置信度的内容项目可以被发送到人类分类器,并且可以与人类分类器识别的类别一起被添加到训练集合中。 然后可以使用训练集再次训练自动分类器,从而逐渐改进自动分类器的分类置信度,同时节省人类分类器的参与。 此外,可以奖励人类分类器对内容项进行分类,并且可以在选择训练集的内容项时考虑这种奖励的成本。
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公开(公告)号:US08393944B2
公开(公告)日:2013-03-12
申请号:US13006263
申请日:2011-01-13
IPC分类号: A63F13/00
CPC分类号: A63F13/573 , A63F13/10 , A63F13/803 , A63F2300/63 , A63F2300/64 , A63F2300/646 , A63F2300/8017 , G01C21/00
摘要: An automatic algorithm for finding racing lines via computerized minimization of a measure of the curvature of a racing line is derived. Maximum sustainable speed of a car on a track is shown to be inversely proportional to the curvature of the line it is attempting to follow. Low curvature allows for higher speed given that a car has some maximum lateral traction when cornering. The racing line can also be constrained, or “pinned,” at arbitrary points on the track. Pinning may be performed randomly, deterministically, or manually and allows, for example, a line designer to pin the line at any chosen points on the track, such that when the automatic algorithm is run, it will produce the smoothest line that still passes through all the specified pins.
摘要翻译: 推导出通过计算机化最小化赛车线的曲率的度量来找到赛车线的自动算法。 轨道上汽车的最大可持续速度显示为与其试图跟随的线的曲率成反比。 由于在转弯时汽车具有一定的最大横向牵引力,所以低曲率允许更高的速度。 赛道也可以被限制或固定在轨道上的任意点。 固定可以随机,确定地或手动执行,并且允许例如线设计者在轨道上的任何选定点处将线固定,使得当运行自动算法时,它将产生仍然通过的最平滑的线 所有指定的引脚。
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公开(公告)号:US08204838B2
公开(公告)日:2012-06-19
申请号:US12421853
申请日:2009-04-10
申请人: Anton Schwaighofer , Joaquin Quiñonero Candela , Thomas Borchert , Thore Graepel , Ralf Herbrich
发明人: Anton Schwaighofer , Joaquin Quiñonero Candela , Thomas Borchert , Thore Graepel , Ralf Herbrich
IPC分类号: G06F15/18
CPC分类号: G06N99/005 , G06K9/6226
摘要: A scalable clustering system is described. In an embodiment the clustering system is operable for extremely large scale applications where millions of items having tens of millions of features are clustered. In an embodiment the clustering system uses a probabilistic cluster model which models uncertainty in the data set where the data set may be for example, advertisements which are subscribed to keywords, text documents containing text keywords, images having associated features or other items. In an embodiment the clustering system is used to generate additional features for associating with a given item. For example, additional keywords are suggested which an advertiser may like to subscribe to. The additional features that are generated have associated probability values which may be used to rank those features in some embodiments. User feedback about the generated features is received and used to revise the feature generation process in some examples.
摘要翻译: 描述了可扩展的集群系统。 在一个实施例中,聚类系统可操作用于具有数千万个特征的数百万个项目被聚集的极大规模应用。 在一个实施例中,聚类系统使用概率聚类模型,其对数据集中的不确定性进行建模,其中数据集可以是例如订阅关键字的广告,包含文本关键字的文本文档,具有相关联特征或其他项目的图像。 在一个实施例中,聚类系统用于产生用于与给定项目相关联的附加特征。 例如,建议广告客户可能希望订阅的其他关键字。 生成的附加特征具有相关联的概率值,其可用于在某些实施例中对这些特征进行排名。 在一些示例中,接收并用于用户对生成的特征的反馈以修改特征生成过程。
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公开(公告)号:US08094928B2
公开(公告)日:2012-01-10
申请号:US11272950
申请日:2005-11-14
申请人: Thore K H Graepel , Andrew Blake , Ralf Herbrich
发明人: Thore K H Graepel , Andrew Blake , Ralf Herbrich
CPC分类号: H04N13/239 , A63F13/213 , A63F2300/1093 , G06K9/00355 , G06T7/593 , G06T15/00 , G06T2207/10012 , H04N13/207
摘要: A real-time stereo video signal of a captured scene with a physical foreground object and a physical background is received. In real-time, a foreground/background separation algorithm is used on the real-time stereo video signal to identify pixels from the stereo video signal that represent the physical foreground object. A video sequence is produced by rendering a 3d virtual reality based on the identified pixels of the physical foreground object.
摘要翻译: 接收具有物理前景对象和物理背景的捕获场景的实时立体视频信号。 实时地,在实时立体视频信号上使用前景/背景分离算法来识别来自表示物理前景对象的立体视频信号的像素。 通过基于所识别的物理前景对象的像素渲染3d虚拟现实来产生视频序列。
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公开(公告)号:US20080242420A1
公开(公告)日:2008-10-02
申请号:US11693635
申请日:2007-03-29
申请人: Thore Graepel , Ralf Herbrich , David Shaw
发明人: Thore Graepel , Ralf Herbrich , David Shaw
IPC分类号: A63F13/00
CPC分类号: A63F13/798 , A63F13/12 , A63F2300/5566 , A63F2300/63
摘要: Matchmaking processes at online game services often result in players having to wait unacceptably long times to receive a match or immediately receiving a poorly matched session. By using a matchmaking process which dynamically adapts a good balance is achieved between the quality of proposed matches (for example, in terms of how balanced, interesting and fun those matches are likely to be) and the waiting time for potential matches. A matchmaking threshold is specified. When a player seeks a match a waiting time is observed, for example, as to how long that player waits until starting a game or dropping out. Information about such waiting times is used to dynamically update the matchmaking threshold. The update is made on the basis of a relationship between information about the observed waiting time and a target waiting time. Further control may be achieved by using separate matchmaking thresholds and target waiting times for different game categories.
摘要翻译: 在线游戏服务中的对接过程通常会导致玩家不得不等待不可接受的长时间接收匹配或立即接收到不良匹配的会话。 通过使用匹配过程,动态地适应所提出的匹配的质量之间的良好平衡(例如,在这些匹配的平衡,有趣和有趣的可能性方面)以及潜在匹配的等待时间。 指定匹配阈值。 当玩家寻找比赛时,观察到等待时间,例如,玩家在开始游戏或退出之前等待多久。 关于这种等待时间的信息用于动态地更新配对阈值。 更新是根据观察到的等待时间的信息与目标等待时间之间的关系进行的。 可以通过对不同的游戏类别使用单独的配对阈值和目标等待时间来实现进一步的控制。
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公开(公告)号:US20080027570A1
公开(公告)日:2008-01-31
申请号:US11532452
申请日:2006-09-15
申请人: Thore K.H. Graepel , Ralf Herbrich , David Stern
发明人: Thore K.H. Graepel , Ralf Herbrich , David Stern
IPC分类号: G06F19/00
摘要: Scoring a board configuration for a territory board game is often not straightforward and yet there is a desire to determine such scores quickly and accurately. For example, in the game of GO, determining the score at the end of the game involves assessing whether stones on the board are alive or dead which is a difficult judgment. Given a board configuration, the game is played by a scoring system to obtain a terminal board configuration. This is repeated to obtain a plurality of terminal board configurations from which an assessment can be made as to how likely each board position is to be won by a particular player at the end of the game. The scoring system obtains the terminal board configurations by playing random moves or by making a biased sampling of moves. The biased sampling is made using an evaluation function or in any suitable way. In the game of GO, seki positions are quickly and easily identified. An automated game playing system uses the output of the scoring system to assess when to offer to end a game. The output of the scoring system can also be used to provide hints to players during a game.
摘要翻译: 为领土板游戏评分板块配置通常并不简单,但是希望快速,准确地确定这些分数。 例如,在GO游戏中,确定游戏结束时的分数包括评估板上的石头是活着还是死亡,这是一个困难的判断。 给定一个电路板配置,该游戏由得分系统进行,以获得一个终端板配置。 这是重复的,以获得多个终端板配置,从该终端板配置可以评估在游戏结束时由特定玩家赢得每个板位置的可能性。 评分系统通过播放随机动作或通过偏移采样来获得终端板配置。 使用评估函数或以任何合适的方式进行偏置采样。 在GO的游戏中,seki的位置很容易被识别。 自动游戏系统使用评分系统的输出来评估何时提供结束游戏。 评分系统的输出也可用于在游戏过程中向玩家提供提示。
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公开(公告)号:US20070192169A1
公开(公告)日:2007-08-16
申请号:US11693653
申请日:2007-03-29
申请人: Ralf Herbrich , Thore Graepel , David Shaw
发明人: Ralf Herbrich , Thore Graepel , David Shaw
CPC分类号: G06Q30/02 , G06Q30/0282
摘要: Reputation systems have been used to promote trust between participants in activities including online activities such as online market places. Existing online market places provide a reputation system which is a simple cumulative registry of user ratings on a given market place member. However, this simple system is open to abuse in situations where, for example, many positive ratings are given in a fraudulent manner. By modeling both reputation of participants and required reputation of participants an improved reputation system is provided. The required reputation may be thought of as a threshold, referred to herein as a required threshold, which may be used in determining how to update an indication of the reputation of a participant in the activity. The reputation system is able to learn information about required reputation and reputation of participants using an update process which is robust to participants who consistently give feedback of a particular type.
摘要翻译: 信誉系统已被用于促进参与者之间的信任,包括在线活动,如在线市场。 现有的在线市场地点提供了一个声誉系统,这是一个简单的累积登记的用户评级在给定的市场成员。 然而,这种简单的系统在例如以欺诈方式给出许多正面评级的情况下是可以滥用的。 通过对参与者的声誉和参与者的声誉进行建模,提供了改进的声誉系统。 所需的信誉可以被认为是阈值,这里称为所需阈值,其可用于确定如何更新活动中参与者的信誉的指示。 信誉系统能够使用对持续给出特定类型的反馈的参与者是稳健的更新过程来学习关于参与者的所需信誉和声誉的信息。
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公开(公告)号:US07246103B2
公开(公告)日:2007-07-17
申请号:US10609703
申请日:2003-06-30
申请人: Ralf Herbrich , Michael E. Tipping , Mark Hatton
发明人: Ralf Herbrich , Michael E. Tipping , Mark Hatton
CPC分类号: A63F13/67 , A63F13/10 , A63F13/58 , A63F13/803 , A63F2300/6027 , A63F2300/65 , A63F2300/8017 , G06N3/006
摘要: Improved human-like realism of computer opponents in racing or motion-related games is provided. The computer driver may be “distracted” by various characteristics, such as nervousness caused by another competitor closing the gap behind a computer driver. The distraction effects may be reflected in the alteration of stimuli to represent the computer driver “missing” stimuli, as though the AI competitor has taken its virtual eyes away from the course in front of its vehicle for an extended time period in order to watch the racing vehicle behind it. In addition, some distractions may be caused by different directional stimuli. When it is determined that an AI driver has glanced into the rear view mirror, visual stimuli from in front of the vehicle may be skipped because a human driver would not be able to simultaneously process visual stimuli from both the front of the vehicle and the rear view mirror.
摘要翻译: 提供了赛车或运动相关游戏中电脑对手的人性化现实主义。 计算机驱动程序可能被各种特征“分心”,例如由另一个竞争对手引起的紧张关闭计算机驱动程序后面的差距。 分心效应可能反映在刺激的变化中,以代表计算机驱动程序“丢失”的刺激,就好像AI竞争对手已经将其虚拟的眼睛从其车辆前方的路线延长了一段时间,以便观察 赛车背后。 另外,有些分心可能是由不同的方向刺激引起的。 当确定AI驾驶员已经看到后视镜时,可以跳过来自车辆前方的视觉刺激,因为人类驾驶员将不能同时处理来自车辆前方和后方的视觉刺激 查看镜像。
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公开(公告)号:US07167849B2
公开(公告)日:2007-01-23
申请号:US10697727
申请日:2003-10-29
申请人: Thore Graepel , Ralf Herbrich
发明人: Thore Graepel , Ralf Herbrich
CPC分类号: G06K9/6255
摘要: An adaptive pattern classifier makes use of training patterns and a known non-linear invariance transformation to generate a classifier representation based on an infinite set of virtual training samples on a training trajectory. Given the non-linear invariance transformation, optimization can be formulated as a semidefinite program (SDP), which is given by a linear objective function that is minimized subject to a linear matrix inequality (LMI). In this manner, a small training set may be virtually supplemented using the non-linear invariance transformation to learn an effective classifier that satisfactorily recognizes patterns, even in the presence of known transformations that do not change the class of the pattern.
摘要翻译: 自适应模式分类器利用训练模式和已知的非线性不变性变换来生成基于训练轨迹上的虚拟训练样本的无限集合的分类器表示。 给定非线性不变性变换,可以将优化表达为半定程序(SDP),该方案由线性目标函数给出,该函数根据线性矩阵不等式(LMI)最小化。 以这种方式,可以使用非线性不变性变换来虚拟地补充小的训练集,以学习即使在不改变模式类别的已知变换的存在下令人满意地识别模式的有效分类器。
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公开(公告)号:US20060184260A1
公开(公告)日:2006-08-17
申请号:US11276226
申请日:2006-02-17
申请人: Thore Graepel , Ralf Herbrich
发明人: Thore Graepel , Ralf Herbrich
IPC分类号: G06F19/00
CPC分类号: G06Q10/00 , G07F17/32 , G07F17/3232 , G07F17/3239 , G07F17/3276
摘要: Scoring of each player may be based on the outcomes of a game between players who compete against each other in one or more teams of one or more players. The scoring may also consider partial play where one or more players of a game only play for a portion of the full time of the game. Additionally or alternatively, the scoring may consider partial rankings of teams where the relative ranking of one team to another may be unknown. Each player's score may be represented as a distribution over potential scores which may indicate a confidence level in the distribution representing the player's score. The scoring may be used to track a player's progress and/or standing within the gaming environment, used in a leaderboard indication of rank, and/or may be used to match players with each other in a future game.
摘要翻译: 每个玩家的得分可以基于在一个或多个玩家的一个或多个队中彼此竞争的玩家之间的游戏的结果。 评分也可以考虑游戏的一个或多个玩家仅在游戏全部时间的一部分玩的部分游戏。 另外或者替代地,评分可以考虑对一队的相对排名与另一队的相对排名可能未知的队的部分排名。 每个玩家的得分可以表示为潜在分数的分布,其可以指示表示玩家得分的分布中的置信水平。 评分可以用于跟踪玩家在排行榜中使用的游戏环境中的进展和/或站立,并且/或可以用于在未来的游戏中将玩家彼此匹配。
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