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Mark Edgington

dblp:61/595 · DBLP profile ↗
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9ranked-venue papers
1as first author
0since 2021 · last 2009
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 9 · 1 first-authorSystems, architecture and hardware · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Motion planning and robot control · 50% Image recognition and object detection · 50%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Image recognition and object detection
object recognition
0.112007
Exploiting Sensorimotor Coordination for Learning to Recognize Objects · IJCAI 2007
Robotics › Motion planning and robot control
sensorimotor coordination
0.112007
Exploiting Sensorimotor Coordination for Learning to Recognize Objects · IJCAI 2007
YearPublicationVenuePosition
2009 Learning complex robot control using evolutionary behavior based systems
abstract
Evolving a monolithic solution for complex robotic problems is hard. One of the reasons for this is the difficulty of defining a global fitness function that leads to a solution with desired operating properties. The problem with a global fitness function is that it may not reward intermediate solutions that would ultimately lead to the desired operating properties. A possible way to solve such a problem is to decompose the solution space into smaller subsolutions with lower number of intrinsic dimensions. In this paper, we apply the design principles of behavior based systems to decompose a complex robot control task into subsolutions and show how to incrementally modify the fitness function that (1) results in desired operating properties as the subsolutions are learned, and (2) avoids the need to learn the coordination of behaviors separately. We demonstrate our method by learning to control a quadrocopter flying vehicle.
Yohannes Kassahun, Jakob Schwendner, Jose de Gea, Mark Edgington, Frank Kirchner
GECCO4
2009 Dynamic motion modelling for legged robots
abstract
An accurate motion model is an important component in modern-day robotic systems, but building such a model for a complex system often requires an appreciable amount of manual effort. In this paper we present a motion model representation, the dynamic Gaussian mixture model (DGMM), that alleviates the need to manually design the form of a motion model, and provides a direct means of incorporating auxiliary sensory data into the model. This representation and its accompanying algorithms are validated experimentally using an 8-legged kinematically complex robot, as well as a standard benchmark dataset. The presented method not only learns the robot's motion model, but also improves the model's accuracy by incorporating information about the terrain surrounding the robot.
Mark Edgington, Yohannes Kassahun, Frank Kirchner
IROS1
2008 Accelerating neuroevolutionary methods using a Kalman filter
abstract
In recent years, neuroevolutionary methods have shown great promise in solving learning tasks, especially in domains that are stochastic, partially observable, and noisy. In this paper, we show how the Kalman filter can be exploited (1) to efficiently find an optimal solution (i. e. reducing the number of evaluations needed to find the solution), (2) to find solutions that are robust against noise, and (3) to recover or reconstruct missing state variables, traditionally known as state estimation in control engineering community. Our algorithm has been tested on the double pole balancing without velocities benchmark, and has achieved significantly better results on this benchmark than the published results of other algorithms to date.
Yohannes Kassahun, Jose de Gea, Mark Edgington, Jan Hendrik Metzen, Frank Kirchner
GECCO3
2008 Towards efficient online reinforcement learning using neuroevolution
abstract
For many complex Reinforcement Learning (RL) problems with large and continuous state spaces, neuroevolution has achieved promising results. This is especially true when there is noise in sensor and/or actuator signals. These results have mainly been obtained in offline learning settings, where the training and the evaluation phases of the systems are separated. In contrast, for online RL tasks, the actual performance of a system matters during its learning phase. In these tasks, neuroevolutionary systems are often impaired by their purely exploratory nature, meaning that they usually do not use (i.e. exploit) their knowledge of a single individual's performance to improve performance during learning. In this paper we describe modifications that significantly improve the online performance of the neuroevolutionary method Evolutionary Acquisition of Neural Topologies and discuss the results obtained in the Mountain Car benchmark.
Jan Hendrik Metzen, Frank Kirchner, Mark Edgington, Yohannes Kassahun
GECCO3
2008 Evolving Neural Networks for Online Reinforcement Learning
Jan Hendrik Metzen, Mark Edgington, Yohannes Kassahun, Frank Kirchner
PPSN2
2008 Learning Walking Patterns for Kinematically Complex Robots Using Evolution Strategies
Malte Römmermann, Mark Edgington, Jan Hendrik Metzen, Jose de Gea, Yohannes Kassahun, Frank Kirchner
PPSN2
2007 A common genetic encoding for both direct and indirect encodings of networks
abstract
In this paper we present a Common Genetic Encoding (CGE) for networks that can be applied to both direct and indirect encoding methods. As a direct encoding method, CGE allows the implicit evaluation of an encoded phenotype without the need to decode the phenotype from the genotype. On the other hand, one can easily decode the structure of a phenotype network, since its topology is implicitly encoded in the genotype's gene-order. Furthermore, we illustrate how CGE can be used for the indirect encoding of networks. CGE has useful properties that makes it suitable for evolving neural networks. A formal definition of the encoding is given, and some of the important properties of the encoding are proven such as its closure under mutation operators, its completeness in representing any phenotype network, and the existence of an algorithm that can evaluate any given phenotype without running into an infinite loop.
Yohannes Kassahun, Mark Edgington, Jan Hendrik Metzen, Gerald Sommer, Frank Kirchner
GECCO2
2007 Performance evaluation of EANT in the robocup keepaway benchmark
abstract
Several methods have been proposed for solving reinforcement learning (RL) problems. In addition to temporal difference (TD) methods, evolutionary algorithms (EA) are among the most promising approaches. The relative performance of these approaches in certain subdomains of the general RL problem remains an open question at this time. In addition to theoretical analysis, benchmarks are one of the most important tools for comparing different RL methods in certain problem domains. A recently proposed RL benchmark problem is the Keepaway benchmark, which is based on the RoboCup Soccer Simulator. This benchmark is one of the most challenging multiagent learning problems because its state-space is continuous and high dimensional, and both the sensors and actuators are noisy. In this paper we analyze the performance of the neuroevolutionary approach called evolutionary acquisition of neural topologies (EANT) in the Keepaway benchmark, and compare the results obtained using EANT with the results of other algorithms tested on the same benchmark.
Jan Hendrik Metzen, Mark Edgington, Yohannes Kassahun, Frank Kirchner
ICMLA2
2007 Exploiting Sensorimotor Coordination for Learning to Recognize Objects
Yohannes Kassahun, Mark Edgington, Jose de Gea, Frank Kirchner
IJCAI2