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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
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Description

Speedsolving, the art of solving twisty puzzles like the Rubik's Cube as fast as possible, has recently benefitted from the arrival of smartcubes which have special hardware for tracking the cube's face turns and transmitting them via Bluetooth. However, due to their embedded electronics, existing smartcubes cannot be used in

Speedsolving, the art of solving twisty puzzles like the Rubik's Cube as fast as possible, has recently benefitted from the arrival of smartcubes which have special hardware for tracking the cube's face turns and transmitting them via Bluetooth. However, due to their embedded electronics, existing smartcubes cannot be used in competition, reducing their utility in personal speedcubing practice. This thesis proposes a sound-based design for tracking the face turns of a standard, non-smart speedcube consisting of an audio processing receiver in software and a small physical speaker configured as a transmitter. Special attention has been given to ensuring that installing the transmitter requires only a reversible centercap replacement on the original cube. This allows the cube to benefit from smartcube features during practice, while still maintaining compliance with competition regulations. Within a controlled test environment, the software receiver perfectly detected a variety of transmitted move sequences. Furthermore, all components required for the physical transmitter were demonstrated to fit within the centercap of a Gans 356 speedcube.

ContributorsHale, Joseph (Author) / Heinrichs, Robert (Thesis director) / Li, Baoxin (Committee member) / Barrett, The Honors College (Contributor) / Software Engineering (Contributor) / School of International Letters and Cultures (Contributor)
Created2022-05