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- All Subjects: Machine Learning
- Creators: Liu, Huan
- Creators: Electrical Engineering Program
- Creators: Berisha, Visar
The purpose of this project is to create a useful tool for musicians that utilizes the harmonic content of their playing to recommend new, relevant chords to play. This is done by training various Long Short-Term Memory (LSTM) Recurrent Neural Networks (RNNs) on the lead sheets of 100 different jazz standards. A total of 200 unique datasets were produced and tested, resulting in the prediction of nearly 51 million chords. A note-prediction accuracy of 82.1% and a chord-prediction accuracy of 34.5% were achieved across all datasets. Methods of data representation that were rooted in valid music theory frameworks were found to increase the efficacy of harmonic prediction by up to 6%. Optimal LSTM input sizes were also determined for each method of data representation.
In this paper, I introduce the fake news problem and detail how it has been exacerbated<br/>through social media. I explore current practices for fake news detection using natural language<br/>processing and current benchmarks in ranking the efficacy of various language models. Using a<br/>Twitter-specific benchmark, I attempt to reproduce the scores of six language models<br/>demonstrating their effectiveness in seven tweet classification tasks. I explain the successes and<br/>challenges in reproducing these results and provide analysis for the future implications of fake<br/>news research.
Matrix Factorization techniques have been proven to be more effective in recommender systems than standard user based or item based methods. Using this knowledge, Funk SVD and SVD++ are compared by the accuracy of their predictions of Twitch streamer data.
Introduction
As watching video games is becoming more popular, those interested are becoming interested in Twitch.tv, an online platform for guests to watch streamers play video games and interact with them. A streamer is an person who broadcasts them-self playing a video game or some other thing for an audience (the guests of the website.) The site allows the guest to first select the game/category to view and then displays currently active streamers for the guest to select and watch. Twitch records the games that a streamer plays along with the amount of time that a streamer spends streaming that game. This is how the score is generated for a streamer’s game. These three terms form the streamer-game-score (user-item-rating) tuples that we use to train out models.
The our problem’s solution is similar to the purpose of the Netflix prize; however, as opposed to suggesting a user a movie, the goal is to suggest a user a game. We built a model to predict the score that a streamer will have for a game. The score field in our data is fundamentally different from a movie rating in Netflix because the way a user influences a game’s score is by actively streaming it, not by giving it an score based off opinion. The dataset being used it the Twitch.tv dataset provided by Isaac Jones [1]. Also, the only data used in training the models is in the form of the streamer-game-score (user-item-rating) tuples. It will be known if these data points with limited information will be able to give an accurate prediction of a streamer’s score for a game. SVD and SVD++ are the baseis of the models being trained and tested. Scikit’s Surprise library in Python3 is used for the implementation of the models.
This project considers the FPGA implementations of MLP and CNN feedforward. While FPGAs provide significant performance improvements, they come at a substantial financial cost. We explore the options of implementing these algorithms on a smaller budget. We successfully implement a multilayer perceptron that identifies handwritten digits from the MNIST dataset on a student-level DE10-Lite FPGA with a test accuracy of 91.99%. We also apply our trained network to external image data loaded through a webcam and a Raspberry Pi, but we observe lower test accuracy in these images. Later, we consider the requirements necessary to implement a more elaborate convolutional neural network on the same FPGA. The study deems the CNN implementation feasible in the criteria of memory requirements and basic architecture. We suggest the CNN implementation on the same FPGA to be worthy of further exploration.
Leveraging Machine Learning and Wireless Sensing for Robot Localization - Location Variance Analysis
Modern communication networks heavily depend upon an estimate of the communication channel, which represents the distortions that a transmitted signal takes as it moves towards a receiver. A channel can become quite complicated due to signal reflections, delays, and other undesirable effects and, as a result, varies significantly with each different location. This localization system seeks to take advantage of this distinctness by feeding channel information into a machine learning algorithm, which will be trained to associate channels with their respective locations. A device in need of localization would then only need to calculate a channel estimate and pose it to this algorithm to obtain its location.
As an additional step, the effect of location noise is investigated in this report. Once the localization system described above demonstrates promising results, the team demonstrates that the system is robust to noise on its location labels. In doing so, the team demonstrates that this system could be implemented in a continued learning environment, in which some user agents report their estimated (noisy) location over a wireless communication network, such that the model can be implemented in an environment without extensive data collection prior to release.