Matching Items (28)
- All Subjects: artificial intelligence
- Creators: Computer Science and Engineering Program
- Member of: Barrett, The Honors College Thesis/Creative Project Collection
- Resource Type: Text
Food safety is vital to the well-being of society; therefore, it is important to inspect food products to ensure minimal health risks are present. A crucial phase of food inspection is the identification of foreign particles found in the sample, such as insect body parts. The presence of certain species of insects, especially storage beetles, is a reliable indicator of possible contamination during storage and food processing. However, the current approach to identifying species is visual examination by human analysts; this method is rather subjective and time-consuming. Furthermore, confident identification requires extensive experience and training. To aid this inspection process, we have developed in collaboration with FDA analysts some image analysis-based machine intelligence to achieve species identification with up to 90% accuracy. The current project is a continuation of this development effort. Here we present an image analysis environment that allows practical deployment of the machine intelligence on computers with limited processing power and memory. Using this environment, users can prepare input sets by selecting images for analysis, and inspect these images through the integrated pan, zoom, and color analysis capabilities. After species analysis, the results panel allows the user to compare the analyzed images with referenced images of the proposed species. Further additions to this environment should include a log of previously analyzed images, and eventually extend to interaction with a central cloud repository of images through a web-based interface. Additional issues to address include standardization of image layout, extension of the feature-extraction algorithm, and utilizing image classification to build a central search engine for widespread usage.
Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset for expression in the plot. LudoNarrare, an engine for interactive storytelling, puts "verbs" in this toolset. Verbs are contextual choices of action given to agents in a story that result in narrative events. This paper begins with an analysis and statement of the problem of creating interactive stories. From here, various attempts to solve this problem, ranging from commercial video games to academic research, are given a brief overview to give context to what paths have already been forged. With the background set, the model of interactive storytelling that the research behind LudoNarrare led to is exposed in detail. The section exploring this model contains explanations on what storyworlds are and how they are structured. It then discusses the way these storyworlds can be brought to life. The exposition on the LudoNarrare model finally wraps up by considering the way storyworlds created around this model can be designed. After the concepts of LudoNarrare are explored in the abstract, the story of the engine's research and development and the specifics of its software implementation are given. With LudoNarrare fully explained, the focus then turns to plans for evaluation of its quality in terms of entertainment value, robustness, and performance. To conclude, possible further paths of investigation for LudoNarrare and its model of interactive storytelling are proposed to inspire those who wish to continue in the spirit of the project.
The objective of this research is to determine an approach for automating the learning of the initial lexicon used in translating natural language sentences to their formal knowledge representations based on lambda-calculus expressions. Using a universal knowledge representation and its associated parser, this research attempts to use word alignment techniques to align natural language sentences to the linearized parses of their associated knowledge representations in order to learn the meanings of individual words. The work includes proposing and analyzing an approach that can be used to learn some of the initial lexicon.
This research paper explores the effects of data variance on the quality of Artificial Intelligence image generation models and the impact on a viewer's perception of the generated images. The study examines how the quality and accuracy of the images produced by these models are influenced by factors such as size, labeling, and format of the training data. The findings suggest that reducing the training dataset size can lead to a decrease in image coherence, indicating that AI models get worse as the training dataset gets smaller. Moreover, the study makes surprising discoveries regarding AI image generation models that are trained on highly varied datasets. In addition, the study involves a survey in which people were asked to rate the subjective realism of the generated images on a scale ranging from 1 to 5 as well as sorting the images into their respective classes. The findings of this study emphasize the importance of considering dataset variance and size as a critical aspect of improving image generation models as well as the implications of using AI technology in the future.
Narrative generation is an important field due to the high demand for stories in video game design and also in stories used in learning tools in the classroom. As these stories should contain depth, it is desired for these stories to ideally be more descriptive. There are tools that help with the creation of these stories, such as planning, which requires a domain as input, or GPT-3, which requires an input prompt to generate the stories. However, other aspects to consider are the coherence and variation of stories. To save time and effort and create multiple possible stories, we combined both planning and the Large Language Model (LLM) GPT-3 similar to how they were used in TattleTale to generate such stories while examining whether descriptive input prompts to GPT-3 affect the outputted stories. The stories generated are readable to the general public and overall, the prompts do not consistently affect descriptiveness of outputs across all stories tested. For this work, three stories with three variants each were created and tested for descriptiveness. To do so, adjectives, adverbs, prepositional phrases, and suboordinating conjunctions were counted using Natural Language Processing (NLP) tool spaCy for Part Of Speech (POS) tagging. This work has shown that descriptiveness is highly correlated with the amount of words in the story in general, so running GPT-3 to obtain longer stories is a feasible option to consider in order to obtain more descriptive stories. The limitations of GPT-3 have an impact on the descriptiveness of resulting stories due to GPT-3’s inconsistency and transformer architecture, and other methods of narrative generation such as simple planning could be more useful.
For my Honors Thesis, I decided to create an Artificial Intelligence Project to predict Fantasy NFL Football Points of players and team's defense. I created a Tensorflow Keras AI Regression model and created a Flask API that holds the AI model, and a Django Try-It Page for the user to use the model. These services are hosted on ASU's AWS service. In my Flask API, it actively gathers data from Pro-Football-Reference, then calculates the fantasy points. Let’s say the current year is 2022, then the model analyzes each player and trains on all data from available from 2000 to 2020 data, tests the data on 2021 data, and predicts for 2022 year. The Django Website asks the user to input the current year, then the user clicks the submit button runs the AI model, and the process explained earlier. Next, the user enters the player's name for the point prediction and the website predicts the last 5 rows with 4 being the previous fantasy points and the 5th row being the prediction.
In the age of information, collecting and processing large amounts of data is an integral part of running a business. From training artificial intelligence to driving decision making, the applications of data are far-reaching. However, it is difficult to process many types of data; namely, unstructured data. Unstructured data is “information that either does not have a predefined data model or is not organized in a pre-defined manner” (Balducci & Marinova 2018). Such data are difficult to put into spreadsheets and relational databases due to their lack of numeric values and often come in the form of text fields written by the consumers (Wolff, R. 2020). The goal of this project is to help in the development of a machine learning model to aid CommonSpirit Health and ServiceNow, hence why this approach using unstructured data was selected. This paper provides a general overview of the process of unstructured data management and explores some existing implementations and their efficacy. It will then discuss our approach to converting unstructured cases into usable data that were used to develop an artificial intelligence model which is estimated to be worth $400,000 and save CommonSpirit Health $1,200,000 in organizational impact.
This project aspires to develop an AI capable of playing on a variety of maps in a Risk-like board game. While AI has been successfully applied to many other board games, such as Chess and Go, most research is confined to a single board and is inflexible to topological changes. Further, almost all of these games are played on a rectangular grid. Contrarily, this project develops an AI player, referred to as GG-net, to play the online strategy game Warzone, which is based on the classic board game Risk. Warzone is played on a wide variety of irregularly shaped maps. Prior research has struggled to create an effective AI for Risk-like games due to the immense branching factor. The most successful attempts tended to rely on manually restricting the set of actions the AI considered while also engineering useful features for the AI to consider. GG-net uses no human knowledge, but rather a genetic algorithm combined with a graph neural network. Together, these methods allow GG-net to perform competitively across a multitude of maps. GG-net outperformed the built-in rule-based AI by 413 Elo (representing an 80.7% chance of winning) and an approach based on AlphaZero using graph neural networks by 304 Elo (representing a 74.2% chance of winning). This same advantage holds across both seen and unseen maps. GG-net appears to be a strong opponent on both small and medium maps, however, on large maps with hundreds of territories, inefficiencies in GG-net become more significant and GG-net struggles against the rule-based approach. Overall, GG-net was able to successfully learn the game and generalize across maps of a similar size, albeit further work is required for GG-net to become more successful on large maps.
With the increasing presence and importance of machine learning, artificial intelligence, and big data in our daily lives, there comes the necessity to re-evaluate how magical, enchanted lines of thinking may or may not survive alongside the turn of the century. There exists a set of connections between magic and the aforementioned field of technology, in that this specific field has the potential to become sufficiently advanced and complex as to cause unpredictable problems down the line. This discussion will explore several different topics ranging from the comparisons between magic and technology to the dangers of these systems being “black box” and rather ambiguous in how they turn data input into prediction output, all central to the idea that this increasingly tech-focused world should be thought about in a magical and re-enchanted way, especially as legislation is drafted up and decided upon that can determine how these impressive new technologies will be regulated going forward.
Artistic expression can be made more accessible through the use of technological interfaces such as auditory analysis, generative artificial intelligence models, and simplification of complicated systems, providing a way for human driven creativity to serve as an input that allow users to creatively express themselves. Studies and testing were done with industry standard performance technology and protocols to create an accessible interface for creative expression. Artificial intelligence models were created to generate art based on simple text inputs. Users were then invited to display their creativity using the software, and a comprehensive performance showcased the potential of the system for artistic expression.