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Tuesday,
January 22, 2008
Jason Marden and Adam Wierman
74 Jorgensen
A
Game Theoretic Formulation of the Sensor Allocation Problem
Interdisciplinary research at the junction of information sciences, economics
and game theory offers new solutions to several problems. This talk looks at
applying game theory to solve a problem in cooperative control in distributed
systems: the optimal locations of sensors in a sensor network.
This talk
is introductory. The problem domain and basic concepts will be described.
Detailed proofs will be given in other seminars and are also found
in papers.
This talk
presents a view of cooperative control using the language of learning
in games. Specifically, we look at the cooperative control problem
of dynamic sensor allocation. We formulate the sensor allocation problem
as a noncooperative game where the decision makers are the sensors.
In this setting, each sensor is assigned a local objective or utility
function and is given the ability to autonomously alter it's position
and sensing activity in real time. The distributed nature of the decision
making allows for robustness to communication failures, sensor failures,
and environmental changes. In this talk we will discuss several methods
for designing the sensors' local utility functions. We measure the
efficacy of a particular utility design in two ways:
(i) Does
a Nash equilibrium exist
(ii) How efficient is a Nash equilibrium when compared to the optimal
allocation?
Tuesday,
January 29, 2008
Joel W. Burdick, Caltech
74 Jorgensen
Engineering
Interfaces to Damaged Nervous Systems
This
talk will introduce some of the challenges involved in trying to develop
technology that can partially restore some functionality to people with
severe neural deficiencies. The first part of the talk (which is based
on joint work with Prof. Richard Andersen and Prof. Y.C. Tai of Caltech)
will focus on neural prostheses. A neuroprosthetic is a brain-machine
interface that can potentially enable a paralyzed human, via the use
of surgically implanted electrode arrays, and associated computer decoding
algorithms, to control external electromechanical devices. The problem
of decoding the prosthetic user's intent from the recorded neural sisgnals
is a problem in inference, or estimation. A few of the estimation techniques
that have been used to solve this problem will be reviewed. Progress
on making adaptive electrodes that autonomously optimize the quality
of the brain-machine interface will also be reviewed.
The second
half of the talk (which is based on joint work with Prof. Reggie Edgerton
of UCLA and Prof. Y.C. Tai of Caltech) will focus on the problems involved
in partially restoring locomotion after a severe spinal cord injury.
While there are an enormous number complex issues surrounding a spinal
injury, this talk will focus on the use of drug therapy, automated
machines for physical therapy, and a new class of epidural spinal cord
stimulators to help with the locomotion rehabilitation process. Each
of these therapeutic components also have associated computational
and algorithmic problems. For example, we are currently trying (in
collaboration with Prof. Yaser Abu-Mostafa of Caltech) to formulate
the problem of selecting the correct electrode stimulation protocols
as a problem in kernel learning.
Tuesday,
February 5, 2008
Paul Upchurch,
Caltech & JPL
74 Jorgensen
Game
Engines for Interactive Visualizations of Space Exploration
The number of people playing online games continues to increase each
year. Game engine technology is generating innovations in hardware and
software. This project investigates the use of game engines at JPL for
interactive visualizations of explorations of the solar system.
This talk
describes GoView a scriptable game engine which is tailored for rendering
spacecraft trajectories in the solar system. Rendering trajectories
across the solar system poses challenges that are not encountered in
popular online games such as Doom. In particular, the game engine must
be able to handle spatial scenes larger than six orders of magnitude.
The talk describes the problems encountered and how they are solved
in GoView.
Interactive
visualizations of explorations of the solar system are being developed
at JPL for public outreach, mission planning and mission operations.
Tuesday,
February 12, 2008
Erik Winfree,
Caltech
74 Jorgensen
Learning
to Program Chemistry
Biological
organisms are extremely sophisticated self-organized chemical systems.
Their complexity dwarfs anything produced by modern chemical industries.
The difference can be ascribed in large part to biological systems
being information-processing machines: DNA, RNA, and proteins carry
molecularly-encoded messages that direct all of life's processes. Biology
is programmable chemistry. Can we learn how to program chemistry? How
will this expand the capabilities of synthetic chemistry? Might non-biological
chemistries also be programmable? What kinds of models of computation
are needed for understanding how to program chemistry and the limits
to doing so? I cannot give conclusive answers to these questions, but
I will present examples of what we have learned while creating self-assembling
structures, molecular machines, and logic circuits built out of DNA,
RNA, and the occasional enzyme. I will argue that the key to unleashing
the revolutionary potential of programmable molecular systems lies
in understanding the design space and managing their complexity as
information processing systems -- issues that are fundamental to computer
science.
Tuesday,
February 26, 2008
Paul
De Martini, Southern California Edison
74 Jorgensen
Partnering
with our Customers for a Smarter, Cleaner Energy Futu
SmartConnect,
a new effort by Southern California Edison, will enable the utility
to manage increasing demand for electricity from customers and
provide environmental benefits by deploying a smart meter system
which could reduce peak demand by as much as 1,000 megawatts -
the output of a large power plant - as customers reduce some peak
electricity usage and shift some peak usage to off-peak periods
of the day when power costs less. Additional savings include lower
labor costs due to the use of wireless data transfer from meters
to the utility rather than manual meter reading. Paul De Martini,
Director of SmartConnect, will describe the program, its development
plan, and the technological challenges it faces.
Tuesday,
March 4, 2008
Hsuan-Tien
Lin, Caltech
74
Jorgensen
From Ordinal Ranking to Binary Classification
Ordinal
ranking is an important concept in modeling our preferences. We
rank hotels by stars to represent their quality; we give feed-backs
to products on Amazon using a scale from one to five; we say that
the weather is hot, warm, cool, or cold without referring to the
actual temperature. The wide applications of ranking range from
social science to behavioral science to information retrieval.
For yet another example, in 2006, Netflix (an on-line DVD rental
company) announced a million-dollar-prize challenge for building
a better automatic personalized movie ranking system, and the prize
is heating up the competition in machine learning and related areas.
Many machine
learning approaches are designed in recent years to understand ordinal
ranking better, but the design process can be time-consuming. Our work
presents a novel alternative -- a reduction framework that systematically
transforms ordinal ranking to simpler yes/no questions, i.e., binary
classification.
Then, well-studied binary classification approaches can be effortlessly
casted as new ordinal ranking ones. Furthermore, the reduction framework
reveals a strong theoretical connection between ordinal ranking and binary
classification, and allows us to easily extend well-known theoretical
results for binary classification to new ones for ordinal ranking. In
this talk, I will discuss the intuition and the construction of the reduction
framework, as well as its theoretical and algorithmic merits, using the
Netflix challenge as an example.
Tuesday,
March 11, 2008
Jeanne
Holm, JPL
74
Jorgensen
Virtual
Worlds and Space Exploration
Populations
of virtual worlds, such as Second Life, have grown rapidly. This talk
discusses using virtual worlds for bringing lots of people into the
NASA mission, letting them participate in the day to day work and successes
of the U.S. space agency. NASA has established several islands in Second
Life. NASA CoLab and Explorer Island are the two main public entrance
points. These areas are geared at working with any person who is interested
in learning more about NASA or, better yet, participating in a NASA
mission for exploration in this virtual world. While NASA CoLab focuses
on a place to host meetings and talks, Explorer Island (created by
the Jet Propulsion Laboratory) is meant to be an immersive environment
for interacting with spacecraft, being at a live launch of the Space
Shuttle or a mission to Mars, talking to NASA scientists and engineers,
sharing your ideas for space exploration in international workshops,
and walking on the surface of another world. Come in world and look
for Jet Burns (Charles White) or Devery Barrymore (Jeanne Holm) and
we'll give you a tour!
Tuesday,
March 18, 2008
Ulrich
Pinkall, Berlin University of Technology
12:00
pm, 74 Jorgensen
What
Game Engines Can Do For Mathematical Visualization
Surfaces with constant (mean or Gaussian) curvature are a classical topic
in Differential Geometry. The shape of such surfaces is usually quite
complex and poses a real challenge for Computer Graphics and interactive
visualization. We will demonstrate that an optimal environment for doing
mathematical experiments with surfaces is to put them in a virtual landscape
where one can walk on the surfaces and interact with them in a way modeled
after first person computer games.
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