Machine learningMachine learning (ML) is an umbrella term for solving problems for which development of algorithms by human programmers would be cost-prohibitive, and instead the problems are solved by helping machines 'discover' their 'own' algorithms, without needing to be explicitly told what to do by any human-developed algorithms. Recently, generative artificial neural networks have been able to surpass results of many previous approaches.
Cognitive architectureA cognitive architecture refers to both a theory about the structure of the human mind and to a computational instantiation of such a theory used in the fields of artificial intelligence (AI) and computational cognitive science. The formalized models can be used to further refine a comprehensive theory of cognition and as a useful artificial intelligence program. Successful cognitive architectures include ACT-R (Adaptive Control of Thought - Rational) and SOAR.
Reinforcement learningReinforcement learning (RL) is an area of machine learning concerned with how intelligent agents ought to take actions in an environment in order to maximize the notion of cumulative reward. Reinforcement learning is one of three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input/output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected.
Deep reinforcement learningDeep reinforcement learning (deep RL) is a subfield of machine learning that combines reinforcement learning (RL) and deep learning. RL considers the problem of a computational agent learning to make decisions by trial and error. Deep RL incorporates deep learning into the solution, allowing agents to make decisions from unstructured input data without manual engineering of the state space. Deep RL algorithms are able to take in very large inputs (e.g.
Autonomous robotAn autonomous robot is a robot that acts without recourse to human control. The first autonomous robots environment were known as Elmer and Elsie, which were constructed in the late 1940s by W. Grey Walter. They were the first robots in history that were programmed to "think" the way biological brains do and meant to have free will. Elmer and Elsie were often labeled as tortoises because of how they were shaped and the manner in which they moved. They were capable of phototaxis which is the movement that occurs in response to light stimulus.
Minimum bounding boxIn geometry, the minimum or smallest bounding or enclosing box for a point set S in N dimensions is the box with the smallest measure (area, volume, or hypervolume in higher dimensions) within which all the points lie. When other kinds of measure are used, the minimum box is usually called accordingly, e.g., "minimum-perimeter bounding box". The minimum bounding box of a point set is the same as the minimum bounding box of its convex hull, a fact which may be used heuristically to speed up computation.
Bounding volumeIn computer graphics and computational geometry, a bounding volume for a set of objects is a closed volume that completely contains the union of the objects in the set. Bounding volumes are used to improve the efficiency of geometrical operations by using simple volumes to contain more complex objects. Normally, simpler volumes have simpler ways to test for overlap. A bounding volume for a set of objects is also a bounding volume for the single object consisting of their union, and the other way around.
Event-driven architectureEvent-driven architecture (EDA) is a software architecture paradigm promoting the production, detection, consumption of, and reaction to events. An event can be defined as "a significant change in state". For example, when a consumer purchases a car, the car's state changes from "for sale" to "sold". A car dealer's system architecture may treat this state change as an event whose occurrence can be made known to other applications within the architecture.
Multi-armed banditIn probability theory and machine learning, the multi-armed bandit problem (sometimes called the K- or N-armed bandit problem) is a problem in which a fixed limited set of resources must be allocated between competing (alternative) choices in a way that maximizes their expected gain, when each choice's properties are only partially known at the time of allocation, and may become better understood as time passes or by allocating resources to the choice. This is a classic reinforcement learning problem that exemplifies the exploration–exploitation tradeoff dilemma.
Multi-agent systemA multi-agent system (MAS or "self-organized system") is a computerized system composed of multiple interacting intelligent agents. Multi-agent systems can solve problems that are difficult or impossible for an individual agent or a monolithic system to solve. Intelligence may include methodic, functional, procedural approaches, algorithmic search or reinforcement learning. Despite considerable overlap, a multi-agent system is not always the same as an agent-based model (ABM).