1

Click here to load reader

The normalized cell error for cell at time n |V(H c(1,1) )|=25 |E(H c(1,1) )|=40 |V(H c(2,1) )|=21 |E(H c(2,1) )|=24 |V(H c(3,1) )|=9 |E(H c(3,1) )|=8

Embed Size (px)

Citation preview

Page 1: The normalized cell error for cell at time n |V(H c(1,1) )|=25 |E(H c(1,1) )|=40 |V(H c(2,1) )|=21 |E(H c(2,1) )|=24 |V(H c(3,1) )|=9 |E(H c(3,1) )|=8

The normalized cell error for cell at time n

|V(Hc(1,1))|=25|E(Hc(1,1))|=40|V(Hc(2,1))|=21|E(Hc(2,1))|=24|V(Hc(3,1))|=9|E(Hc(3,1))|=8

|V(Hc(1,2))|=13|E(Hc(1,2))|=12|V(Hc(2,2))|=16|E(Hc(2,2))|=16|V(Hc(3,2))|=10|E(Hc(3,2))|=10

|V(Hc(1,3))|=35|E(Hc(1,3))|=32

|V(Hc(3,3))|=13|E(Hc(3,3))|=16

Collectively Cooperative Learning: Learning Group Sizes in Computer GoTae-Hyung “T” Kim Ganesh Kumar Venayagamoorthy Donald C. Wunsch II [email protected] [email protected] [email protected]

AcknowledgementAuthors would like to thank Intelligent Systems Center, Mary K. Finley Missouri Endowment, and National Science Foundation, contract number ECCS-0725382, for their financial support to perform this research. The authors also would like to thank Rui Xu, John Seiffertt, Sriram Chellapan and Sejun Kim for their insightful discussions.

Introduction• Collaborative learning is an educational approach that students team up to explore a question or create a meaningful project.• Cooperative learning is a subset of collaborative learning to learn a subject in cooperation with team members. The students at different levels not only are responsible for learning the subject, but also help teammates to learn via interactions. They are individually accountable for their work and the work group as a whole is also assessed.• Collectively cooperative learning (CCL) is a novel machine learning approach to learn a subject in cooperation with teams of learning agents. Both the individual and the group are assessed. The term collectively differentiates CCL from cooperative learning.

• Properties of CCL• Goal-oriented. There is a goal each individual and team should learn.• Independent. Each agent learns independently to meet the goal.• Interactive. A team of learning agents cooperates to learn the goal.• Adaptive. CCL can process various types of inputs.• Scalable. CCL can deal with various sizes of the arena.

Cell outputCTOP

CLEFT

CRIGHT

ManagerCell

Proc.1

Proc. 2

Cell input

CBOTTOM

00

0

00

00

00

00

00

00

00

0

00

0

00

0

00

11

10

00

0

00

1

-1 0

11

11

01

00

01

01

1

00

0

01

10

01

0 -1

11

00

00

10

00

00

11

10

00

01

00

00

0

10

11

00

11

01

00

11

00

1

11

11

00

1

00

01

11

11

01

1

1

00

0

00

00

10

1

1

00

0

00

01

00

00

11

00

00

0

10

10

00

01

01

00

00

00

0

00

00

10

01

00

00

0

00

0

00

00

01

00

0

00

0

00

01

11

11

00

00

0

00

0

11

10

01

01

0

10

1

01

01

01

10

00

0

01

01

00

10

10

00

0

00

0

00

00

00

10

00

00

0

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1

-1

-1-

1-

1-1

-1-

1-1-

1

-1-

1-

1-1

-1-

1-

1-1

-1-

1

-1 -

1

-1 -

1

-1 -

1

-1 -

1

-1-

1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

timen=1

n=Nend

Syst

em

inpu

t

.

.

.

.

Lear

ning

Syst

em

outp

ut

00

00

00

00

00

00

00

00

00

0

00

00

00

0

00

13

30

00

0

00

30

-1 0

44

44

03

00

03

02

0

2

00

0

05

50

03

0 -4

0

54

00

00

50

00

00

0

54

40

00

05

00

00

0

50

41

00

55

06

00

0

55

00

1

55

66

00

60

00

01

55

55

05

5

6

00

00

00

00

50

2

6

00

00

00

02

00

00

21

00

00

00

10

20

00

00

10

00

0

00

00

00

00

10

0

00

00

0

00

00

00

00

0

00

0

00

00

00

02

2

00

00

0

00

00

1

30

01

02

00

20

1

0

03

02

20

00

00

01

01

00

03

00

00

00

00

00

00

00

00

00

00

-4-

4-4

-4-

4-4

-5-

5-5

-5-

5-5

-1

0-

10

-1

0

-1

0-

10-

10

-4-

4-4

-7-

7-7

-7-

7-7

-6-

6-6

-6-

6-6

-1

-1

-2-

2-

5-5

-5-

5-

10

-1

0

-6-

6-

4-4

-4-

4-

7-7

-7-

7

-7 -

7

-6 -

6

-2 -

2

-2 -

2

-1-

1

-1

-1

0-1

0

-7

-1

-4

-1

-6

-6

-1

-1

-7

-4

-1

-1

101

010

101

010

101

0

10

10

.

Group size counting problem in computer Go

• A square lattice graph G=(V,E).

• The graph size set S of the graph G

• The size sn of a subgraph Hn=(Vn,En)

• The total number of subgraphs N in a graph G may vary.

• An autonomous processing unit (APU) learns the sub-graph size from zero-knowledge.

GHNnHVsS nnnn ;,,2,1 ,xeach verteon |)(|: (1)

• (Group size counting problem=a sub-problem in computer Go)| essential info. for judging the life and death of the group

11

11

-1

0 0

0

00 1 0

1

0

0

01

0

3

32

-1

0 0

0

00 230

16

17

18QM N O P

The proposed approaches• Recursive approach

• Use function recursion giving a bird eye view of the board.

• Non-recursive approach• Local/myopic visibility.• Neighborhood status tree’s tree traversal mechanism is implemented via

baton passing concept.

The non-recursive approach

1

Cell outputCTOP

CLEFT

CRIGHT

ManagerCell

Proc.1

Proc. 2

Cell input

CBOTTOM

0,ˆˆ

, sg

sro

n

nn

Estimated cell output at time n

Estimated root cell index

Estimated group sizenr

g

Feedback output of the neighboring cells at time n-1

CtopCbottom Cleft Cright

Ccenter

Ctop

Feedback output of the neighboring

cells at time n

Feedback output to the neighboring cells at time n+1Cbottom Cleft CrightCtop

no b s no b s no b s no b s

1ˆ no b s

11

11

-1

0 0

0

00 1 0

1

0

0 16

17

18QM N O P

01

0

3

32

-1

0 0

0

00 230

Root cell discovery phase

Group sizecounting phase

Group sizePropagation phase

Phase 1

Phase 2

Phase 3

Non-steady-state s=0

Steady state s=1

00

0

00

00

00

00

00

00

00

0

00

0

00

0

00

1

11

00

00

00

1

-1

0

11

11

0

1

00

01

01

1

00

0

0

11

00

1

0 -1

1

10

00

0

10

00

00

11

1

0

00

0

10

0

00

0

10

11

00

1

10

1

00

11

00

1

11

11

00

1

00

01

11

11

01

1

1

00

0

00

00

10

1

1

00

0

00

01

00

00

1

10

0

00

0

10

10

00

01

01

00

00

00

0

00

00

10

01

00

00

0

00

0

00

00

01

00

0

00

0

00

01

1

11

1

00

00

0

00

0

1

1

10

01

01

0

10

1

0

10

10

11

0

00

0

01

01

00

10

10

00

0

00

0

00

00

00

1

00

00

00

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1-

1-

1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1 -

1

-1 -

1

-1 -

1

-1 -

1

-1-

1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

time

n=1

n=Nend

Syst

em

inpu

t

.

.

.

.

Lear

ning

Syst

em

outp

ut

00

00

00

00

00

00

00

00

00

0

00

00

00

0

00

1

33

00

00

00

30

-1

0

44

44

0

3

00

03

02

0

2

00

0

0

55

00

3

0 -4

0

5

40

00

0

50

00

00

0

54

4

0

00

0

50

0

00

0

50

41

00

5

50

6

00

0

55

00

1

55

66

00

60

00

01

55

55

05

5

6

00

00

00

00

50

2

6

00

00

00

02

00

00

2

10

0

00

00

10

20

00

0

01

00

00

00

00

00

00

10

0

00

00

0

00

00

00

00

0

00

0

00

00

00

02

2

00

00

0

00

00

1

30

01

02

00

20

1

0

0

30

22

0

00

00

01

01

00

0

30

00

0

00

00

00

00

00

00

00

00

-4

-4

-4

-4

-4

-4

-5

-5

-5

-5

-5

-5

-1

0-1

0-1

0

-1

0-1

0-

10

-4

-4

-4

-7

-7

-7

-7

-7

-7

-6

-6

-6

-6

-6

-6

-1

-1

-2

-2

-5

-5

-5

-5-

10-

10

-6

-6

-4

-4

-4

-4

-7

-7

-7

-7

-7 -

7

-6 -

6

-2 -

2

-2 -

2

-1-

1

-1

-1

0-

10

-7

-1

-4

-1

-6

-6

-1

-1

-7

-4

-1

-11

01

01

0

10

10

10

10

10

10

10

.

QM N O P

17

18

16

1

• Baton passing concept ← recursive solutionHscattered

|V(Hscattered)|=1|E(Hscattered)|=0

Hspirangle

|V(Hspirangle)|=199|E(Hspirangle)|=198

Hc(row,col)row

col.

1

2

3

1 2 3

COUNT_AND_PROPAGATE_GROUP_SIZE(C) 1 if (C.b=1 and C.c1=0) or (C.b=2 and C.c2=0) 2 then if C.v=0 // The first time this cell is visited? 3 then C.v← 1 4 if C.b=1 5 then g← COUNT_GROUP_SIZE(C.g,C.id,C.r) 6 [C.V,C.n,leave]=IS_LEAVE_THIS_CELL(C.V,C.S,C.s) 7 if leave 8 then return C 9 if C.b=1 10 then C.c1← 111 C.V← zeros(1,4)12 else // if C.b=213 then C.c2← 114 if C.T=;[] // If trail is empty,15 then [C.n,C.T]=POP_STACK(C.T)16 elseif (C.b=1 and C.c1=1) or (C.b=2 and C.c2=1)17 then if C.T=;[]18 then [C.n,C.T]=POP_STACK(C.T)19 else20 then if C.b=121 C.b← 222 else23 then C.b← - 124 [C.V,C.n,leave]=IS_LEAVE_THIS_CELL(C.V,C.S,C.s)25 if leave26 then return C27 return C

UPDATE_CELL(C,R_Temp) 1 if C.s=0 // Empty status requires no action 2 then C.r← 0 3 else // C.s=1 or - 1 4 if C.p=0 // non- steady- state 5 then C← DISCOVER_ROOT_CELL(C,R_Temp) 6 elseif C.p=1 and C.b=;0 // Bypass a cell w/o a baton 7 then C=COUNT_AND_PROPAGATE_GROUP_SIZE(C) 8 return C // Note C is a structure or CELL{x,y}

DISCOVER_ROOT_CELL(C,R_Temp) 1 Tmp← C.r 2 for i← 1 to 4 3 do if C.S(i)=C.s 4 then Tmp← [Tmp R_Tmp(i)] 5 if min(Tmp) <C.r 6 then C.r← min(Tmp) 7 else 8 then C.w← C.w+1 9 if C.e < C.w10 then C.p← 111 if C.id=C.r12 then C.b← 113 return C

COUNT_GROUP_SIZE(g,id,r) 1 if id=r // Root cell? 2 then g← 1 3 else 4 then g← g+1 5 return g

IS_LEAVE_THIS_CELL(V,S,s) 1 leave← 0 2 n← 0 // if S(i)=;s 2 for i← 1 to 4 3 do if V(i)=0 // Not checked? 4 then V(i)← 1 5 if S(i)=s 6 then n← i 7 leave← 1 8 break 9 return [V,n,leave]

POP_STACK(Stack_trail) 1 index← length(Stack_trail) 2 output← Stack_trail(index) 3 Stack_trail(index)← [] 4 return [output, Stack_trail]

• Pseudo-code of the non-recursive solution

The recursive approach

1 2

3

4 5

6 7

8 9

Raw board status

COUNT_GROUP_SIZE_RECURSIVELY(p,x’,y’,D,V,g) 1 if p=D(x’,y’) and V(x’,y’)=;1 2 g← g+p // initialize G to a bxb matrix with zeros 3 V(x’,y’)← 1 // initialize D to a b’xb’ matrix with infinities 4 [g,V]=COUNT_GROUP_SIZE_RECURSIVELY(p,x’- 1,y’,D,V,g) // Up 5 [g,V]=COUNT_GROUP_SIZE_RECURSIVELY(p,x’+1,y’,D,V,g) // Down 6 [g,V]=COUNT_GROUP_SIZE_RECURSIVELY(p,x’,y’- 1,D,V,g) // Left 7 [g,V]=COUNT_GROUP_SIZE_RECURSIVELY(p,x’,y’+1,D,V,g) // Right 8 return [g,V]

1 1

1 1 1 1

1 1

1

- 1 - 1

- 1

- 1 - 1

- 1 - 1

- 1 - 1

0 0 0

0 0 0

0 0 0 0 0 0

0 0 00

0

0

x

y

Board representation B

x

y

00

0 0000

00 0000

00 0

00

0 0

0 0

0 0 0 0 0

0 0 00

0

0

0

0

0

Group size G

1

1 1 1

1 1

1

- 1

- 1

- 1 - 1

- 1 - 1

- 1 - 1

0 0

0 0

0 0 0 0 0

0 0 00

0

0

∞ ∞ ∞ ∞ ∞ ∞ ∞

1

1

- 1

0

0

0

∞ ∞ ∞ ∞ ∞ ∞ ∞

x’

y’

Dummy Board D

00

0 0000

00 0000

00 0

00

0 0

0 0

0 0 0 0 0

0 0 00

0

0

∞ ∞ ∞ ∞ ∞ ∞ ∞

0

0

0

∞ ∞ ∞ ∞ ∞ ∞ ∞

x’

y’

Visit Mark V (Initialized)

1

0 ∞ 11

1 ∞ - 1- 1 0 1 0- 1

(2,1)

(3,1) (2,2)

(2,1)(2,1)

g=1

g=2 g=3

Neighborhood status tree

Conclusions

1x

y

1 1

1

Board status B Dummy board D

1

1

∞ ∞ ∞

1

1

x’

y’

∞ ∞ ∞ ∞

∞ 1

1

1

∞1

1

1

1

1

1

1

11

1

1

2 3

44 4

44

4

1

1

1

1

(1,1)

∞ 1

(2,1)

1 ∞ ∞ 1

(2,2)

11

(1,2)

1∞ 1

∞ 1

∞ ∞

• Neighborhood status tree (NST)

• One baton per group

• Only a cell with a baton is activated.

Simulation configurations• Board size b=2~5 (all settings), 6 (sample), 19 (100 professional games).

1

0

0

0

1 0

01

1 0

1 1

1

1 1

1

0

1

0

0

0

0

0

0 0

1

0

0

0

0

0

0 0

1

1

0

0

0

0

0 0

1

1

1

0

0

0

0

0

1

1

1

1

0

0

0

0

1

1

1

1

1

0

0

0

1

1

1

1

1

1

0

0

1

1

1

1

1

1

1

0

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

b=2

b=3

rowcol.

1

2

3

1 2 3

b=6 b=19

00

0

00

00

00

00

00

00

00

0

00

0

00

0

00

1

11

00

00

00

1

-1

01

11

10

1

00

01

01

1

00

0

01

10

01

0 -1

11

00

00

10

00

00

11

10

00

01

00

00

0

10

11

00

11

01

00

11

00

1

11

11

00

1

00

01

11

11

01

1

1

00

0

00

00

10

1

1

00

0

00

01

00

00

1

10

0

00

0

10

10

00

01

01

00

00

00

0

00

00

10

01

00

00

0

00

0

00

00

01

00

0

00

0

00

01

1

11

10

00

00

00

0

11

10

01

01

0

10

1

01

01

01

10

00

0

01

01

00

10

10

00

0

00

0

00

00

00

10

00

00

0

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1

-1

-1-

1-

1-1

-1-

1-1-

1

-1-

1-

1-1

-1-

1-

1-1

-1-

1

-1 -

1

-1 -

1

-1 -

1

-1 -

1

-1-

1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

timen=1

n=Nend

Syst

em

inpu

t

.

.

.

.

Lear

ning

Syst

em

outp

ut

00

00

00

00

00

00

00

00

00

0

00

00

00

0

00

13

30

00

0

00

30

-1

04

44

40

30

00

3

02

0

2

00

0

05

50

03

0 -4

0

54

00

00

50

00

00

0

54

40

00

05

00

00

0

50

41

00

55

06

00

0

55

00

1

55

66

00

60

00

01

55

55

05

5

6

00

00

00

00

50

2

6

00

00

00

02

00

00

21

00

00

00

10

20

00

00

10

00

0

00

00

00

00

10

0

00

00

0

00

00

00

00

0

00

0

00

00

00

02

2

00

00

0

00

00

1

30

01

02

00

20

1

0

03

02

20

00

00

01

01

00

03

00

00

00

00

00

00

00

00

00

00

-4-

4-4

-4-

4-4

-5-

5-5

-5-

5-5

-1

0-

10

-1

0

-1

0-

10-

10

-4-

4-4

-7-

7-7

-7-

7-7

-6-

6-6

-6-

6-6

-1

-1

-2-

2-

5-5

-5-

5-

10

-1

0

-6-

6-

4-4

-4-

4-

7-7

-7-

7

-7 -

7

-6 -

6

-2 -

2

-2 -

2

-1-

1

-1

-1

0-1

0

-7

-1

-4

-1

-6

-6

-1

-1

-7

-4

-1

-1

101

010

101

010

101

0

10

10

.

• Games in SGF format is reformatted and converted to a board status matrix B.

x y

x y

x y

x y

x y

N

x

N

y

yx

N

x

N

y

yxn

yx

N

x

N

y

yx

N

x

N

y

yxn

nnN

x

N

y

yxnn ee

1 1

),(

1 1

),(),(

1 1

),(

1 1

),(

1 1

),(

ˆ

ˆ

G

GG

G

G

G

GG

G

G

),(

),(),(

),(

),(),(

ˆ

yx

yxn

yx

yx

yxnyx

neG

GG

G

G

The normalized system error at time n

),( yxne

00

0

00

00

00

00

00

00

00

0

00

0

00

0

00

11

10

00

0

00

1

-1

01

11

10

10

00

1

01

1

00

0

01

10

01

0 -1

11

00

00

10

00

00

11

10

00

01

00

00

0

10

11

00

11

01

00

11

00

1

11

11

00

1

00

01

11

11

01

1

1

00

0

00

00

10

1

1

00

0

00

01

00

00

11

00

00

0

10

10

00

01

01

00

00

00

0

00

00

10

01

00

00

0

00

0

00

00

01

00

0

00

0

00

01

11

11

00

00

0

00

0

11

10

01

01

0

10

1

01

01

01

10

00

0

01

01

00

10

10

00

0

00

0

00

00

00

10

00

00

0

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1-

1-1

-1

-1

-1-

1-

1-1

-1-

1-1-

1

-1-

1-

1-1

-1-

1-

1-1

-1-

1

-1 -

1

-1 -

1

-1 -

1

-1 -

1

-1-

1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1n=1

time n

Syst

em

inpu

t

.

.

.

.

Lear

ning

Syst

em

outp

ut

00

00

00

00

00

00

00

00

00

0

00

00

00

0

00

13

30

00

0

00

30

-1 0

44

44

03

00

03

02

0

2

00

0

05

50

03

0 -4

0

54

00

00

50

00

00

0

54

40

00

05

00

00

0

50

41

00

55

06

00

0

55

00

1

55

66

00

60

00

01

55

55

05

5

6

00

00

00

00

50

2

6

00

00

00

02

00

00

21

00

00

00

10

20

00

00

10

00

0

00

00

00

00

10

0

00

00

0

00

00

00

00

0

00

0

00

00

00

02

2

00

00

0

00

00

1

30

01

02

00

20

1

0

03

02

20

00

00

01

01

00

03

00

00

00

00

00

00

00

00

00

00

-4-

4-4

-4-

4-4

-5-

5-5

-5-

5-5

-1

0-

10

-1

0

-1

0-

10-

10

-4-

4-4

-7-

7-7

-7-

7-7

-6-

6-6

-6-

6-6

-1

-1

-2-

2-

5-5

-5-

5-

10

-1

0

-6-

6-

4-4

-4-

4-

7-7

-7-

7

-7 -

7

-6 -

6

-2 -

2

-2 -

2

-1-

1

-1

-1

0-1

0

-7

-1

-4

-1

-6

-6

-1

-1

-7

-4

-1

-1

101

010

101

010

101

0

10

10

.

ne

x

y

nG

B

),( yxG

),(ˆyx

nG

),( yxnG

Simulation results

1

1

0

0

0

1 0

01

1 0

1 1

1

1 1

1

g=|V|

1

2

3

4

1

0

0

0

2 0

02

3 0

3 3

4

4 4

4

GB

1 2 3 4 5 6 7 8 9 10 110

0.2

0.4

0.6

0.8

1

g=1 g=2 g=3 g=4

Epoch n

Nor

mal

ized

sys

tem

err

or e

n

b=2,epsilon=1

id.

1

B

00

000

0 0

0

0 1

00

000

0 0

0

0

00

000

0 0

0

0

00

000

0 0

0

0

00

000

0 0

0

0

00

000

0 0

0

0

G

2

3

4 00

000

0 0

0

0 1

00

000

0 0

0

0

00

000

0 0

0

0

00

000

0 0

0

0

00

000

5 0

0

0

00

000

0 0

0

0

5

6

7

8

9

10

11

12

1 1

1 21 2

1 31 3 31

1 41 4 41

1 4

1 51 5 51

1 5

1 1

0 00 5 001 61 6 61

1 6

1 1

1 5

1 61 6

00

000

0 0

0

0

00

000

0 0

0

00 00 5 001 71 7 71

1 7

1 1

1 71 71 7

00

000

0 0

0

0

00

000

0 0

0

00 00 5 001 81 8 81

1 8

1 1

1 81 81 8

1 8

0

000

0 0

0

0

0

000

0 0

0

00 00 5 001 91 9 91

1 9

1 1

1 91 91 9

1 91 9

00

000

0 0

0

0

00

000

0 0

0

01 31 3

1 3

00

000

0 0

0

0

00

000

0 0

0

01 41 4

1 41 4

00

000

0 0

0

0

00

000

5 0

0

01 51 5 51

1 5

1 1

1 5

00

000

0 0

0

0

00

000

0 0

0

01 51 5

1 5

00

000

0 0

0

0

00

000

0 0

0

01 61 6

1 61 6

00

000

0 0

0

0

00

000

5 0

0

01 61 6 61

1 6

1 1

1 6

51

1 513

14

15

1 6

1 6

1 6

00

000

0 0

0

0

00

000

0 0

0

00 00 5 001 71 7 71

1 7

1 1

1 7

1 71 7

00

000

0 0

0

0

00

000

0 0

0

00 00 5 001 71 7 71

1 7

1 1

1 71 7

1 7

00

000

0 0

0

0

00

000

0 0

0

00 00 5 001 81 8 81

1 8

1 1

1 81 81 8

1 8

16

17

18

5 10 15 20 25 30 350

0.2

0.4

0.6

0.8

1

1 2 3 4 5 6 7 8 9

1011

12

13

141516

17

18

Epoch n

Nor

mal

ize

d sy

ste

m e

rro

r e n

b=3,epsilon=4

• System input, system output and learning curve. (2x2 & 3x3)

5 10 15 20 25 30 350

0.2

0.4

0.6

0.8

1

1

2 3

4

Epoch n

Nor

mal

ize

d sy

ste

m e

rro

r e n

b=4,epsilon=0

1

• All the system outputs are correct. (4x4)

id.

1

B

00

000

0 0

0

0

G1

0

0

0

000 0

00

000

0 0

0

04

0

0

0

000 0

1 41 41 4

200

000

0 0

0

01

0

0

0

000 0

00

000

0 0

0

04

0

0

0

000 0

1 41 41 4

1 41 41 41 44

00

000

0 0

0

01

0

0

0

000 0

00

000

0 0

0

06

0

0

0

000 0

1 61 61 6

1 61 6

00

000

0 0

0

01

0

0

0

000 0

00

000

0 0

0

06

0

0

0

000 0

1 61 61 6

1 61 6

1 61 61 61 6

1 1 6 6

3

4

5 10 15 20 25 30 350

0.2

0.4

0.6

0.8

1

1

23

4

Epoch n

Nor

mal

ized

sys

tem

err

or e

n

b=4,epsilon=3

1

rowcol.

1

2

3

1 2 3

1

2

3

4

5

6

7

8

b=6

b=11

b=10

10 20 30 40 50 60 70 80 90 1000

0.2

0.4

0.6

0.8

1

123 4 5

6 78

Epoch n

Nor

mal

ize

d sy

ste

m e

rro

r e n

b=5,epsilon=8

20 40 60 80 100 120 1400

0.2

0.4

0.6

0.8

1

b=6,epsilon=1 b=10,epsilon=23b=11,epsilon=8

Epoch n

Nor

mal

ize

d sy

ste

m e

rro

r e n

5 10 15 20 25 30 35 400

0.2

0.4

0.6

0.8

1

Epoch n

Nor

mal

ize

d sy

ste

m e

rro

r e n

b=19,epsilon=3

0 0 0 00 0 0 0 0 0 0 0 0 0 0 0 0 0 00 0 0 00 0 0 0 0 1 3 3 0 0 0 00 0 3 0-1 0 4 4 4 4 0 3 0 0 0 30 2 02 0 0 0 0 5 5 0 0 30 -4 05 4 0 0 0 0 5 0 0 00 0 05 4 4 0 0 0 0 5 0 00 0 05 0 4 1 0 0 5 5 0 60 0 05 5 0 0 1 5 5 6 60 0 6 00 0 0 1 5 5 5 5 0 5 5 60 0 0 00 0 0 0 5 0 2 60 0 0 00 0 0 2 0 0 0 0 2 1 0 00 0 0 01 0 2 0 0 0 0 0 1 0 0 0 00 0 0 00 0 0 0 1 0 0 0 0 0 0 00 0 0 00 0 0 0 0 0 0 00 0 0 00 0 0 2 2 0 0 0 0 00 0 0 01 3 0 0 10 2 0 02 0 1 0 0 3 0 2 2 00 0 0 00 1 0 1 0 0 0 3 0 0 0 00 0 0 00 0 0 0 0 0 0 0 0 0 0 0

-4-4-4

-4-4-4 -5

-5-5

-5-5-5

-10-10-10

-10-10

-10

-4-4-4

-7-7-7

-7-7-7

-6-6-6

-6-6-6

-1

-1

-2-2

-5-5

-5-5

-10-10

-6-6

-4-4-4

-4-7-7

-7-7

-7 -7

-6 -6

-2 -2

-2 -2

-1

-1

-1

-10

-10

-7

-1

-4

-1

-6

-6

-1

-1

-7

-4

-1

-1

101010

101010

1010

1010

0 0 0 00 0 0 0 0 0 0 0 0 0 0 0 0 0 00 0 0 00 0 0 0 0 1 1 1 0 0 0 00 0 1 0-1 0 1 1 1 1 0 1 0 0 0 10 1 01 0 0 0 0 1 1 0 0 10 -1 01 1 0 0 0 0 1 0 0 00 0 01 1 1 0 0 0 0 1 0 00 0 01 0 1 1 0 0 1 1 0 10 0 01 1 0 0 1 1 1 1 10 0 1 00 0 0 1 1 1 1 1 0 1 1 10 0 0 00 0 0 0 1 0 1 10 0 0 00 0 0 1 0 0 0 0 1 1 0 00 0 0 01 0 1 0 0 0 0 1 0 1 0 0 0 00 0 0 00 0 0 0 1 0 0 1 0 0 0 0 00 0 0 00 0 0 0 0 1 0 0 00 0 0 00 0 0 1 1 1 1 1 0 0 0 0 00 0 0 01 1 1 0 0 10 1 0 01 0 1 0 1 0 1 0 1 1 00 0 0 00 1 0 1 0 0 1 0 1 0 0 0 00 0 0 00 0 0 0 0 0 1 0 0 0 0 0 0

-1-1-1

-1-1-1 -1

-1-1

-1-1-1

-1-1-1

-1-1-1

-1-1-1

-1-1-1

-1-1-1

-1-1-1

-1-1-1

-1

-1

-1-1

-1-1

-1-1

-1-1

-1-1

-1-1-1

-1-1-1

-1-1

-1 -1

-1 -1

-1 -1

-1 -1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

-1

• We proposed collectively cooperative learning (CCL) as a novel machine learning approach to learn a subject in cooperation with teams of learning agents. • Initially unknown group size/graph size is successfully learned by the proposed recursive/non-recursive solution.• The excess waiting time ε trades off the accuracy and learning speed.• There exists a region of ε, i.e. εg, guarantees correct an answer.• A guideline to set ε is suggested, which is a convenient second order equation.• The properties of CCL are: goal-oriented, independent, interactive, adaptive, scalable.

• Life and death of a group significantly impacts the entire game.

• Some Go rules: connectivity (↕ & ↔), black & white stones placed alternately

• Performance metric),( yxC

The normalized system error at time n

• All system outputs are correct and symmetry holds.

• Only interesting system inputs are shown here.• Temperature map shows the system

behavior.

Recent contributions• New experiments with novel performance metric: normalized cell error and

normalized system error• Temperature map that visualizes the system level progress of learning is

developed and applied to experiments.