Matching Items (4)
Filtering by

Clear all filters

156331-Thumbnail Image.png
Description
Graph theory is a critical component of computer science and software engineering, with algorithms concerning graph traversal and comprehension powering much of the largest problems in both industry and research. Engineers and researchers often have an accurate view of their target graph, however they struggle to implement a correct, and

Graph theory is a critical component of computer science and software engineering, with algorithms concerning graph traversal and comprehension powering much of the largest problems in both industry and research. Engineers and researchers often have an accurate view of their target graph, however they struggle to implement a correct, and efficient, search over that graph.

To facilitate rapid, correct, efficient, and intuitive development of graph based solutions we propose a new programming language construct - the search statement. Given a supra-root node, a procedure which determines the children of a given parent node, and optional definitions of the fail-fast acceptance or rejection of a solution, the search statement can conduct a search over any graph or network. Structurally, this statement is modelled after the common switch statement and is put into a largely imperative/procedural context to allow for immediate and intuitive development by most programmers. The Go programming language has been used as a foundation and proof-of-concept of the search statement. A Go compiler is provided which implements this construct.
ContributorsHenderson, Christopher (Author) / Bansal, Ajay (Thesis advisor) / Lindquist, Timothy (Committee member) / Acuna, Ruben (Committee member) / Arizona State University (Publisher)
Created2018
133880-Thumbnail Image.png
Description
In this project, the use of deep neural networks for the process of selecting actions to execute within an environment to achieve a goal is explored. Scenarios like this are common in crafting based games such as Terraria or Minecraft. Goals in these environments have recursive sub-goal dependencies which form

In this project, the use of deep neural networks for the process of selecting actions to execute within an environment to achieve a goal is explored. Scenarios like this are common in crafting based games such as Terraria or Minecraft. Goals in these environments have recursive sub-goal dependencies which form a dependency tree. An agent operating within these environments have access to low amounts of data about the environment before interacting with it, so it is crucial that this agent is able to effectively utilize a tree of dependencies and its environmental surroundings to make judgements about which sub-goals are most efficient to pursue at any point in time. A successful agent aims to minimizes cost when completing a given goal. A deep neural network in combination with Q-learning techniques was employed to act as the agent in this environment. This agent consistently performed better than agents using alternate models (models that used dependency tree heuristics or human-like approaches to make sub-goal oriented choices), with an average performance advantage of 33.86% (with a standard deviation of 14.69%) over the best alternate agent. This shows that machine learning techniques can be consistently employed to make goal-oriented choices within an environment with recursive sub-goal dependencies and low amounts of pre-known information.
ContributorsKoleber, Derek (Author) / Acuna, Ruben (Thesis director) / Bansal, Ajay (Committee member) / W.P. Carey School of Business (Contributor) / Software Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description

In this thesis, several different methods for detecting and removing satellite streaks from astronomic images were evaluated and compared with a new machine learning based approach. Simulated data was generated with a variety of conditions, and the performance of each method was evaluated both quantitatively, using Mean Absolute Error (MAE)

In this thesis, several different methods for detecting and removing satellite streaks from astronomic images were evaluated and compared with a new machine learning based approach. Simulated data was generated with a variety of conditions, and the performance of each method was evaluated both quantitatively, using Mean Absolute Error (MAE) against a ground truth detection mask and processing throughput of the method, as well as qualitatively, examining the situations in which each model performs well and poorly. Detection methods from existing systems Pyradon and ASTRiDE were implemented and tested. A machine learning (ML) image segmentation model was trained on simulated data and used to detect streaks in test data. The ML model performed favorably relative to the traditional methods tested, and demonstrated superior robustness in general. However, the model also exhibited some unpredictable behavior in certain scenarios which should be considered. This demonstrated that machine learning is a viable tool for the detection of satellite streaks in astronomic images, however special care must be taken to prevent and to minimize the effects of unpredictable behavior in such models.

ContributorsJeffries, Charles (Author) / Acuna, Ruben (Thesis director) / Martin, Thomas (Committee member) / Bansal, Ajay (Committee member) / Barrett, The Honors College (Contributor) / Software Engineering (Contributor)
Created2023-05
158416-Thumbnail Image.png
Description
Plagiarism is a huge problem in a learning environment. In programming classes especially, plagiarism can be hard to detect as source codes' appearance can be easily modified without changing the intent through simple formatting changes or refactoring. There are a number of plagiarism detection tools that attempt to encode knowledge

Plagiarism is a huge problem in a learning environment. In programming classes especially, plagiarism can be hard to detect as source codes' appearance can be easily modified without changing the intent through simple formatting changes or refactoring. There are a number of plagiarism detection tools that attempt to encode knowledge about the programming languages they support in order to better detect obscured duplicates. Many such tools do not support a large number of languages because doing so requires too much code and therefore too much maintenance. It is also difficult to add support for new languages because each language is vastly different syntactically. Tools that are more extensible often do so by reducing the features of a language that are encoded and end up closer to text comparison tools than structurally-aware program analysis tools.

Kitsune attempts to remedy these issues by tying itself to Antlr, a pre-existing language recognition tool with over 200 currently supported languages. In addition, it provides an interface through which generic manipulations can be applied to the parse tree generated by Antlr. As Kitsune relies on language-agnostic structure modifications, it can be adapted with minimal effort to provide plagiarism detection for new languages. Kitsune has been evaluated for 10 of the languages in the Antlr grammar repository with success and could easily be extended to support all of the grammars currently developed by Antlr or future grammars which are developed as new languages are written.
ContributorsMonroe, Zachary Lynn (Author) / Bansal, Ajay (Thesis advisor) / Lindquist, Timothy (Committee member) / Acuna, Ruben (Committee member) / Arizona State University (Publisher)
Created2020