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Wolfgang Konen

dblp:14/5836 · DBLP profile ↗
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21ranked-venue papers
8as first author
1since 2021 · last 2023
0000-0002-1343-4209ORCID · verified

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

Artificial intelligence and machine learning · 18 · 6 first-author · 1 since 2021Systems, architecture and hardware · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author

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
Face, body and person analysis · 67% Image recognition and object detection · 33%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Face, body and person analysis › face recognition › feature-based face recognition
elastic graph matching
0.011993
Distortion Invariant Object Recognition in the Dynamic Link Architecture · IEEE Trans. Computers 1993
Computer vision › Face, body and person analysis
face recognition
0.011993
Distortion Invariant Object Recognition in the Dynamic Link Architecture · IEEE Trans. Computers 1993
Computer vision › Image recognition and object detection
object recognition
0.011993
Distortion Invariant Object Recognition in the Dynamic Link Architecture · IEEE Trans. Computers 1993

Methods — techniques the papers use, named apart from their topics

stochastic optimization · 0.0multiresolution local power spectrum · 0.0elastic graph matching · 0.0
YearPublicationVenuePosition
2023 AlphaZero-Inspired Game Learning: Faster Training by Using MCTS Only at Test Time
abstract
Recently, the seminal algorithms AlphaGo and AlphaZero have started a new era in game learning and deep reinforcement learning. While the achievements of AlphaGo and AlphaZero—playingGoand other complex games at super human level—are truly impressive, these architectures have the drawback that they require high computational resources. Many researchers are looking for methods that are similar to AlphaZero, but have lower computational demands and are thus more easily reproducible. In this article, we pick an important element of AlphaZero—the Monte Carlo Tree Search (MCTS) planning stage—and combine it with temporal difference (TD) learning agents. We wrap MCTS for the first time around TD n-tuple networks and we use this wrapping only at test time to create versatile agents that keep at the same time the computational demands low. We apply this new architecture to several complex games (Othello, ConnectFour,Rubik's Cube) and show the advantages achieved with this AlphaZero-inspired MCTS wrapper. In particular, we present results that this agent is the first one trained on standard hardware (no GPU or TPU) to beat the very strong Othello program Edax up to and including level 7 (where most other learning-from-scratch algorithms could only defeat Edax up to level 2).
Johannes Scheiermann, Wolfgang Konen
IEEE Trans. Games2
2019 General Board Game Playing for Education and Research in Generic AI Game Learning
abstract
We present a new general board game (GBG) playing and learning framework. GBG defines the common interfaces for board games, game states and their AI agents. It allows one to run competitions of different agents on different games. It standardizes those parts of board game playing and learning that otherwise would be tedious and repetitive parts in coding. GBG is suitable for arbitrary 1-, 2-, ...,N-player board games. It makes a generic TD(λ)-n-tuple agent for the first time available to arbitrary games. On various games, TD(λ)-n-tuple is found to be superior to other generic agents like MCTS. GBG aims at the educational perspective, where it helps students to start faster in the area of game learning. GBG aims as well at the research perspective by collecting a growing set of games and AI agents to assess their strengths and generalization capabilities in meaningful competitions. Initial successful educational and research results are reported.
Wolfgang Konen
CoG1
2017 Constraint handling in efficient global optimization
abstract
Real-world optimization problems are often subject to several constraints which are expensive to evaluate in terms of cost or time. Although a lot of effort is devoted to make use of surrogate models for expensive optimization tasks, not many strong surrogate-assisted algorithms can address the challenging constrained problems. Efficient Global Optimization (EGO) is a Kriging-based surrogate-assisted algorithm. It was originally proposed to address unconstrained problems and later was modified to solve constrained problems. However, these type of algorithms still suffer from several issues, mainly: (1) early stagnation, (2) problems with multiple active constraints and (3) frequent crashes. In this work, we introduce a new EGO-based algorithm which tries to overcome these common issues with Kriging optimization algorithms. We apply the proposed algorithm on problems with dimension d ≤ 4 from the G-function suite [16] and on an airfoil shape example.
Samineh Bagheri, Wolfgang Konen, Richard Allmendinger 0001, Jürgen Branke, Kalyanmoy Deb, Jonathan E. Fieldsend, Domenico Quagliarella, Karthik Sindhya
GECCO2
2016 Equality constraint handling for surrogate-assisted constrained optimization
abstract
Real-world optimization problems are often subject to many constraints. Often, as the volume of the feasible space gets smaller, the problems become more complex. The zero volume of feasible spaces for optimization problems with equality constraints makes them challenging. In this paper, we present an equality constraint handling approach embedded for the first time in a surrogate-assisted optimizer (SACOBRA). The proposed technique starts with an expanded feasible area which gradually shrinks to a volume close to zero. Several well-studied constrained test problems are used as benchmarks and the promising results in terms of efficiency and accuracy are compared with other state-of-the-art algorithms.
Samineh Bagheri, Wolfgang Konen, Thomas Bäck
CEC2
2016 Online Adaptable Learning Rates for the Game Connect-4
abstract
Learning board games by self-play has a long tradition in computational intelligence for games. Based on Tesauro's seminal success with TD-Gammon in 1994, many successful agents use temporal difference learning today. But in order to be successful with temporal difference learning on game tasks, often a careful selection of features and a large number of training games is necessary. Even for board games of moderate complexity like Connect-4, we found in previous work that a very rich initial feature set and several millions of game plays are required. In this work we investigate different approaches of online-adaptable learning rates like Incremental Delta Bar Delta (IDBD) or temporal coherence learning (TCL) whether they have the potential to speed up learning for such a complex task. We propose a new variant of TCL with geometric step size changes. We compare those algorithms with several other state-of-the-art learning rate adaptation algorithms and perform a case study on the sensitivity with respect to their meta parameters. We show that in this set of learning algorithms those with geometric step size changes outperform those other algorithms with constant step size changes. Algorithms with nonlinear output functions are slightly better than linear ones. Algorithms with geometric step size changes learn faster by a factor of 4 as compared to previously published results on the task Connect-4.
Samineh Bagheri, Markus Thill, Patrick Koch, Wolfgang Konen
IEEE Trans. Comput. Intell. AI Games4
2015 A New Repair Method For Constrained Optimization
abstract
Nowadays, constraints play an important role in industry, because most industrial optimization tasks underly several restrictions. Finding good solutions for a particular problem with respect to all constraint functions can be expensive, especially when the dimensionality of the search space is large and many constraint functions are involved. Unfortunately function evaluations in industrial optimization are heavily limited, because often expensive simulations must be conducted. For such high-dimensional optimization tasks, the constraint optimization algorithm COBRA was proposed, making use of surrogate modeling for both the objective and the constraint functions. In this paper we present a new mechanism for COBRA to repair infill solutions with slightly violated constraints. The repair mechanism is based on gradient descent on surrogates of the constraint functions and aims at finding nearby feasible solutions. We test the repair mechanism on a real-world problem from the automotive industry and on other synthetic test cases. It is shown in this paper that with the integration of the repair method, the percentage of infeasible solutions is significantly reduced, leading to faster convergence and better final results.
Patrick Koch, Samineh Bagheri, Wolfgang Konen, Christophe Foussette, Peter Krause 0001, Thomas Bäck
GECCO3
2014 Adaptation in Nonlinear Learning Models for Nonstationary Tasks
Wolfgang Konen, Patrick Koch
PPSN1
2012 Efficient Sampling and Handling of Variance in Tuning Data Mining Models
Patrick Koch, Wolfgang Konen
PPSN (1)2
2012 Reinforcement Learning with N-tuples on the Game Connect-4
Markus Thill, Patrick Koch, Wolfgang Konen
PPSN (1)3
2011 Tuned data mining: a benchmark study on different tuners
abstract
The complex, often redundant and noisy data in real-world data mining (DM) applications frequently lead to inferior results when out-of-the-box DM models are applied. A tuning of parameters is essential to achieve high-quality results. In this work we aim at tuning parameters of the preprocessing and the modeling phase conjointly. The framework TDM (Tuned Data Mining) was developed to facilitate the search for good parameters and the comparison of different tuners. It is shown that tuning is of great importance for high-quality results. Surrogate-model based tuning utilizing the Sequential Parameter Optimization Toolbox (SPOT) is compared with other tuners (CMA-ES, BFGS, LHD) and evidence is found that SPOT is well suited for this task. In benchmark tasks like the Data Mining Cup (DMC) tuned models achieve remarkably better ranks than their untuned counterparts.
Wolfgang Konen, Patrick Koch, Oliver Flasch, Thomas Bartz-Beielstein, Martina Echtenbruck, Boris Naujoks
GECCO1
2010 Comparing SPO-tuned GP and NARX prediction models for stormwater tank fill level prediction
abstract
The prediction of fill levels in stormwater tanks is an important practical problem in water resource management. In this study state-of-the-art CI methods, i.e., Neural Networks (NN) and Genetic Programming (GP), are compared with respect to their applicability to this problem. The performance of both methods crucially depends on their parametrization. We compare different parameter tuning approaches, e.g. neuro-evolution and Sequential Parameter Optimization (SPO). In comparison to NN, GP yields superior results. By optimizing GP parameters, GP runtime can be significantly reduced without degrading result quality. The SPO-based parameter tuning leads to results with significantly lower standard deviation as compared to the GA based parameter tuning. Our methodology can be transferred to other optimization and simulation problems, where complex models have to be tuned.
Oliver Flasch, Thomas Bartz-Beielstein, Artur Davtyan, Patrick Koch, Wolfgang Konen, Tosin Daniel Oyetoyan, Michael Tamutan
IEEE Congress on Evolutionary Computation5
2010 Optimization of biogas production with computational intelligence a comparative study
abstract
Biogas plants are reliable sources of energy based on renewable materials including organic waste. There is a high demand from industry to run these plants efficiently, which leads to a highly complex simulation and optimization problem. A comparison of several algorithms from computational intelligence to solve this problem is presented in this study. The sequential parameter optimization was used to determine improved parameter settings for these algorithms in an automated manner. We demonstrate that genetic algorithm and particle swarm optimization based approaches were outperformed by differential evolution and covariance matrix adaptation evolution strategy. Compared to previously presented results, our approach required only one tenth of the number of function evaluations.
Jörg Ziegenhirt, Thomas Bartz-Beielstein, Oliver Flasch, Wolfgang Konen, Martin Zaefferer
IEEE Congress on Evolutionary Computation4
2010 Gesture recognition on few training data using Slow Feature Analysis and parametric bootstrap
abstract
Slow Feature Analysis (SFA) has been established as a robust and versatile technique from the neurosciences to learn slowly varying functions from quickly changing signals. Recently, the method has been also applied to classification tasks. Here we apply SFA for the first time to a time series classification problem originating from gesture recognition. The gestures used in our experiments are based on acceleration signals of the Bluetooth Wiimote controller (Nintendo). We show that SFA achieves results comparable to the well-known Random Forest predictor in shorter computation time, given a sufficient number of training patterns. However - and this is a novelty to SFA classification - we discovered that SFA requires the number of training patterns to be strictly greater than the dimension of the nonlinear function space. If too few patterns are available, we find that the model constructed by SFA severely overfits and leads to high test set errors. We analyze the reasons for overfitting and present a new solution based on parametric bootstrap to overcome this problem.
Patrick Koch, Wolfgang Konen, Kristine Hein
IJCNN2
2008 Reinforcement Learning: Insights from Interesting Failures in Parameter Selection
Wolfgang Konen, Thomas Bartz-Beielstein
PPSN1
2007 Robust registration procedures for endoscopic imaging
Wolfgang Konen, S. Tombrock, Martin Scholz
Medical Image Anal.1
1999 On the performance of neuronal matching algorithms
Rolf P. Würtz, Wolfgang Konen, Kay-Ole Behrmann
Neural Networks2
1996 Comparing Facial Line Drawings with Gray-Level Images: A Case Study on PHANTOMAS
Wolfgang Konen
ICANN1
1996 How Fast can Neuronal Algorithms Match Patterns
Rolf P. Würtz, Wolfgang Konen, Kay-Ole Behrmann
ICANN2
1994 A fast dynamic link matching algorithm for invariant pattern recognition
Wolfgang Konen, Thomas Maurer, Christoph von der Malsburg
Neural Networks1
1993 Learning to Generalize from Single Examples in the Dynamic Link Architecture
abstract
A large attraction of neural systems lies in their promise of replacing programming by learning. A problem with many current neural models is that with realistically large input patterns learning time explodes. This is a problem inherent in a notion of learning that is based almost entirely on statistical estimation. We propose here a different learning style where significant relations in the input pattern are recognized and expressed by the unsupervised self-organization of dynamic links. The power of this mechanism is due to the very general a priori principle of conservation of topological structure. We demonstrate that style with a system that learns to classify mirror symmetric pixel patterns from single examples.
Wolfgang Konen, Christoph von der Malsburg
Neural Comput.1
1993 Distortion Invariant Object Recognition in the Dynamic Link Architecture
abstract
An object recognition system based on the dynamic link architecture, an extension to classical artificial neural networks (ANNs), is presented. The dynamic link architecture exploits correlations in the fine-scale temporal structure of cellular signals to group neurons dynamically into higher-order entities. These entities represent a rich structure and can code for high-level objects. To demonstrate the capabilities of the dynamic link architecture, a program was implemented that can recognize human faces and other objects from video images. Memorized objects are represented by sparse graphs, whose vertices are labeled by a multiresolution description in terms of a local power spectrum, and whose edges are labeled by geometrical distance vectors. Object recognition can be formulated as elastic graph matching, which is performed here by stochastic optimization of a matching cost function. The implementation on a transputer network achieved recognition of human faces and office objects from gray-level camera images. The performance of the program is evaluated by a statistical analysis of recognition results from a portrait gallery comprising images of 87 persons.>
Martin Lades, Jan C. Vorbrüggen, Joachim M. Buhmann, Jörg Lange, Christoph von der Malsburg, Rolf P. Würtz, Wolfgang Konen
IEEE Trans. Computers7