Electronic Theses and Dissertations (Masters)
Permanent URI for this collectionhttps://hdl.handle.net/10539/38006
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Item Applications of Recurrent Neural Networks in Modeling the COVID-19 Pandemic(University of the Witwatersrand, Johannesburg, 2024-03) Hayashi, Kentaro; Mellado, BruceThis study attempted to introduce moving averages and a feature selection method to the forecasting model, with the aim of improving the fluctuating values and unstable accuracy of the risk index developed by the University of Witwatersrand and iThemba LABS and used by the Gauteng Department of Health. It was confirmed that the introduction of moving averages improved the fluctuation of the values, with the seven-day moving average being the most effective. For feature selection, Correlation-based Feature Selection(CFS), the simplest of the filter methods with low computational complexity, was introduced as it is not possible to spend as much time as possible on daily operations due to providing information timely. The introduction of CFS was found to enable efficient feature selection.Item Counting Reward Automata: Exploiting Structure in Reward Functions Expressible in Decidable Formal Languages(University of the Witwatersrand, Johannesburg, 2024-07) Bester, Tristan; Rosman, Benjamin; James, Steven; Tasse, Geraud NangueIn general, reinforcement learning agents are restricted from directly accessing the environment model. This restricts the agent’s access to the environmental dynamics and reward models, which are only accessible through repeated environmental interactions. As reinforcement learning is well suited for use in complex environments, which are challenging to model, the general assumption that the transition probabilities associated with the environment are unknown is justified. However, as agents cannot discern rewards directly from the environment, reward functions must be designed and implemented for both simulated and real-world environments. As a result, the assumption that the reward model must remain hidden from the agent is unnecessary and detrimental to learning. Previously, methods have been developed that utilise the structure of the reward function to enable more sample-efficient learning. These methods employ a finite state machine variant to facilitate reward specification in a manner that exposes the internal structure of the reward function. This approach is particularly effective when solving long-horizon tasks as it enables the use of counterfactual reasoning with off-policy learning which significantly improves sample efficiency. However, as these approaches are dependent on finite-state machines, they are only able to express a small number of reward functions. This severely limits the applicability of these approaches as they cannot model simple tasks such as “fetch a coffee for each person in the office” which involves counting – one of the numerous properties finite state machines cannot model. This work addresses the limited expressiveness of current state machine-based approaches to reward modelling. Specifically, we introduce a novel approach compatible with any reward function which can be expressed as a well-defined algorithm We present the counting reward automaton – an abstract machine capable of modelling reward functions expressible in any decidable formal language. Unlike previous approaches to state machine-based reward modelling, which are limited to the expression of tasks as regular languages, our framework allows for tasks described by decidable formal languages. It follows that our framework is an extremely general approach to reward modelling – compatible with any task specification expressible as a well-defined algorithm. This is a significant contribution as it greatly extends the class of problems which can benefit from the improved learning techniques facilitated by state machine-based reward modelling. We prove that an agent equipped with such an abstract machine is able to solve an extended set of tasks. We show that this increase in expressive power does not come at the cost of increased automaton complexity. This is followed by the introduction of several learning algorithms designed to increase sample efficiency through the exploitation of automaton structure. These algorithms are based on counterfactual reasoning with off-policy RL and use techniques from the fields of HRL and reward shaping. Finally, we evaluate our approach in several domains requiring long-horizon plans. Empirical results demonstrate that our method outperforms competing approaches in terms of automaton complexity, sample efficiency, and task completion.Item Flood Susceptibility Modeling in the uMhlatuzana River Catchment using Computer Vision-Based Deep Learning Techniques(University of the Witwatersrand, Johannesburg, 2024-10) Chirindza, Jonas; Ajoodha, Ritesh; Knight, JasperIn this study, covolutional neural networks (CNN) models are employed for flood susceptibility modeling in the uMhalatuzana River catchment in KwaZulu-Natal, South Africa. The CNN models, including 1D-CNN, 2D-CNN, and 3D-CNN, pro-vide a detailed assessment of flood vulnerability in the region. The models use di- verse spatial information, such as topography, land use, and hydrological features, to estimate the likelihood of flooding in different areas of the catchment. The flood susceptibility maps within the uMhalatuzana River catchment, classified into five risk zones namely, ‘very low’, ‘low’, ‘moderate’, ‘high’ and ‘very high’ susceptibility zone, serve as proactive instruments for risk mitigation and disaster management. The 1D-CNN model displays strong overall performance in flood susceptibility modeling, evident in key metrics such as accuracy, precision, recall, area under curve (AUC) score, and F1-score. The results suggest that the model effectively captures patterns in the input data, emphasizing its potential for flood susceptibility modeling. Moreover, the 2D-CNN model outperforms the 1D-CNN, achieving higher values when evaluated using various performance metrics. Finally, the 3D-CNN model outperformed both the 1D-CNN and 2D-CNN, emphasizing its predictive abilities in flood susceptibility modelling. The flood susceptibility maps produced by the 1D-CNN model, shows that most of the study area exhibits very low flood susceptibility (96.4%), with localized areas of higher susceptibility, particularly in the very high-risk category (2.53%). The 2D CNN model demonstrates a more diverse risk distribution, with a substantial portion having very low susceptibility (74.19%) and significant areas of higher risk, notably in the very high-risk category (10.93%). The 3D-CNN model emphasizes a spatial pattern where a large portion has very low susceptibility (84.10%), but with a concentration of high and very high-risk areas, comprising 12.34% of the total area. Finally, the consistent identification of higher risk susceptibility areas enhances the robustness of the assessments. The models’ high accuracy and detailed risk assessments provide valuable tools for decision-makers, urban planners, and emergency response teams in the uMhalatuzana River catchment. The precision of the models facilitates informed strategies for flood risk management, including targeted interventions such as improved drainage systems and early warning systems.Item Envisioning the Future of Fashion: The Creation And Application Of Diverse Body Pose Datasets for Real-World Virtual Try-On(University of the Witwatersrand, Johannesburg, 2024-08) Molefe, Molefe Reabetsoe-Phenyo; Klein, RichardFashion presents an opportunity for research methods to unite machine learning concepts with e-commerce to meet the growing demands of consumers. A recent development in intelligent fashion research envisions how individuals might appear in different clothes based on their selection, a process known as “virtual try-on”. Our research introduces a novel dataset that ensures multi-view consistency, facilitating the effective warping and synthesis of clothing onto individuals from any given perspective or pose. This addresses a significant shortfall in existing datasets, which struggle to recognise various views, thus limiting the versatility of virtual try-on. By fine-tuning state-of-the-art architectures on our dataset, we expand the utility of virtual try-on, making them more adaptable and robust across a diverse range of scenarios. A noteworthy additional advantage of our dataset is its capacity to facilitate 3D scene reconstruction. This capability arises from utilising a sparse collection of images captured from multiple angles, which, while primarily aimed at enriching 2D virtual try-on, inadvertently supports the simulation of 3D environments. This enhancement not only broadens the practical applications of virtual try-on in the real-world but also advances the field by demonstrating a novel application of deep learning within the fashion industry, enabling more realistic and comprehensive virtual try-on experiences. Therefore, our work heralds a novel dataset and approach for virtually synthesising clothing in an accessible way for real-world scenarios.Item BiCoRec: Bias-Mitigated Context-Aware Sequential Recommendation Model(University of the Witwatersrand, Johannesburg, 2024-09) Muthivhi, Mufhumudzi; van Zyl, Terence; Bau, HairongSequential recommendation models aim to learn from users’ evolving preferences. However, current state-of-the-art models suffer from an inherent popularity bias. This study developed a novel framework, BiCoRec, that adaptively accommodates users’ changing preferences for popular and niche items. Our approach leverages a co-attention mechanism to obtain a popularity-weighted user sequence representation, facilitating more accurate predictions. We then present a new training scheme that learns from future preferences using a consistency loss function. The analysis of the experimental results shows that our approach is 7% more capable of uncovering the most relevant items.Item Creating an adaptive collaborative playstyle-aware companion agent(University of the Witwatersrand, Johannesburg, 2023-09) Arendse, Lindsay John; Rosman, BenjaminCompanion characters in video games play a unique part in enriching player experience. Companion agents support the player as an ally or sidekick and would typically help the player by providing hints, resources, or even fight along-side the human player. Players often adopt a certain approach or strategy, referred to as a playstyle, whilst playing video games. Players do not only approach challenges in games differently, but also play games differently based on what they find rewarding. Companion agent characters thus have an important role to play by assisting the player in a way which aligns with their playstyle. Existing companion agent approaches fall short and adversely affect the collaborative experience when the companion agent is not able to assist the human player in a manner consistent with their playstyle. Furthermore, if the companion agent cannot assist in real time, player engagement levels are lowered since the player will need to wait for the agent to compute its action - leading to a frustrating player experience. We therefore present a framework for creating companion agents that are adaptive such that they respond in real time with actions that align with the player’s playstyle. Companion agents able to do so are what we refer to as playstyle-aware. Creating a playstyle-aware adaptive agent firstly requires a mechanism for correctly classifying or identifying the player style, before attempting to assist the player with a given task. We present a method which can enable the real time in-game playstyle classification of players. We contribute a hybrid probabilistic supervised learning framework, using Bayesian Inference informed by a K-Nearest Neighbours based likelihood, that is able to classify players in real time at every step within a given game level using only the latest player action or state observation. We empirically evaluate our hybrid classifier against existing work using MiniDungeons, a common benchmark game domain. We further evaluate our approach using real player data from the game Super Mario Bros. We out perform our comparative study and our results highlight the success of our framework in identifying playstyles in a complex human player setting. The second problem we explore is the problem of assisting the identified playstyle with a suitable action. We formally define this as the ‘Learning to Assist’ problem, where given a set of companion agent policies, we aim to determine the policy which best complements the observed playstyle. An action is complementary such that it aligns with the goal of the playstyle. We extend MiniDungeons into a two-player game called Collaborative MiniDungeons which we use to evaluate our companion agent against several comparative baselines. The results from this experiment highlights that companion agents which are able to adapt and assist different playstyles on average bring about a greater player experience when using a playstyle specific reward function as a proxy for what the players find rewarding. In this way we present an approach for creating adaptive companion agents which are playstyle-aware and able to collaborate with players in real time.Item Procedural Content Generation for video game levels with human advice(University of the Witwatersrand, Johannesburg, 2023-07) Raal, Nicholas Oliver; James, StevenVideo gaming is an extremely popular form of entertainment around the world and new video game releases are constantly being showcased. One issue with the video gaming industry is that game developers require a large amount of time to develop new content. A research field that can help with this is procedural content generation (PCG) which allows for an infinite number of video game levels to be generated based on the parameters provided. Many of the methods found in literature can generate content reliably that adhere to quantifiable characteristics such as playability, solvability and difficulty. These methods do not however, take into account the aesthetics of the level which is the parameter that makes them more reasonable levels for human players. In order to address this issue, we propose a method of incorporating high level human advice into the PCG loop. The method uses pairwise comparisons as a way in which a score can be assigned to a level based on its aesthetics. Using the score along with a feature vector describing each level, an SVR model is trained that will allow for a score to be assigned to unseen video game levels. This predicted score is used as an additional fitness function of a multi objective genetic algorithm (GA) and can be optimised as a standard fitness function would. We test the proposed method on two 2D platformer video games, Maze and Super Mario Bros (SMB), and our results show that the proposed method can successfully be used to generate levels with a bias towards the human preferred aesthetical features, whilst still adhering to standard video game characteristics such as solvability. We further investigate incorporating multiple inputs from a human at different stages of the PCG life cycle and find that it does improve the proposed method, but further testing is still required. The findings of this research is hopefully going to assist in using PCG in the video game space to create levels that are more aesthetically pleasing to a human player.Item Self Supervised Salient Object Detection using Pseudo-labels(University of the Witwatersrand, Johannesburg, 2023-08) Bachan, Kidhar; Wang, HairongDeep Convolutional Neural Networks have dominated salient object detection methods in recent history. A determining factor for salient object detection network performance is the quality and quantity of pixel-wise annotated labels. This annotation is performed manually, making it expensive (time-consuming, tedious), while limiting the training data to the available annotated datasets. Alternatively, unsupervised models are able to learn from unlabelled datasets or datasets in the wild. In this work, an existing algorithm [Li et al. 2020] is used to refine the generated pseudo labels before training. This research focuses on the changes made to the pseudo label refinement algorithm and its effect on performance for unsupervised saliency object detection tasks. We show that using this novel approach leads to statistically negligible performance improvements and discuss the reasons why this is the case.Item A fully-decentralised general-sum approach for multi-agent reinforcement learning using minimal modelling(University of the Witwatersrand, Johannesburg, 2023-08) Kruger, Marcel Matthew Anthony; Rosman, Benjamin; James, Steven; Shipton, JarrodMulti-agent reinforcement learning is a prominent area of research in machine learning, extending reinforcement learning to scenarios where multiple agents concurrently learn and interact within the same environment. Most existing methods rely on centralisation during training, while others employ agent modelling. In contrast, we propose a novel method that adapts the role of entropy to assist in fully-decentralised training without explicitly modelling other agents using additional information to which most centralised methods assume access. We augment entropy to encourage more deterministic agents, and instead, we let the non-stationarity inherent in MARL serve as a mode for exploration. We empirically evaluate the performance of our method across five distinct environments, each representing unique challenges. Our assessment encompasses both cooperative and competitive cases. Our findings indicate that the approach of penalising entropy, rather than rewarding it, enables agents to perform at least as well as the prevailing standard of entropy maximisation. Moreover, our alternative approach achieves several of the original objectives of entropy regularisation in reinforcement learning, such as increased sample efficiency and potentially better final rewards. Whilst entropy has a significant role, our results in the competitive case indicate that position bias is still a considerable challenge.Item Generating Rich Image Descriptions from Localized Attention(University of the Witwatersrand, Johannesburg, 2023-08) Poulton, David; Klein, RichardThe field of image captioning is constantly growing with swathes of new methodologies, performance leaps, datasets, and challenges. One new challenge is the task of long-text image description. While the vast majority of research has focused on short captions for images with only short phrases or sentences, new research and the recently released Localized Narratives dataset have pushed this to rich, paragraph length descriptions. In this work we perform additional research to grow the sub-field of long-text image descriptions and determine the viability of our new methods. We experiment with a variety of progressively more complex LSTM and Transformer-based approaches, utilising human-generated localised attention traces and image data to generate suitable captions, and evaluate these methods on a suite of common language evaluation metrics. We find that LSTM-based approaches are not well suited to the task, and under-perform Transformer-based implementations on our metric suite while also proving substantially more demanding to train. On the other hand, we find that our Transformer-based methods are well capable of generating captions with rich focus over all regions of the image and in a grammatically sound manner, with our most complex model outperforming existing approaches on our metric suite.