Technical Note: \cal Q-Learning
Machine Learning
Estimation with Applications to Tracking and Navigation
Estimation with Applications to Tracking and Navigation
Prediction, Learning, and Games
Prediction, Learning, and Games
A brief introduction to boosting
IJCAI'99 Proceedings of the 16th international joint conference on Artificial intelligence - Volume 2
Particle filters for positioning, navigation, and tracking
IEEE Transactions on Signal Processing
Hi-index | 0.00 |
We present an algorithm for real-time, robust, vision-based active tracking and pursuit. The algorithm was designed to overcome problems arising from active vision-based pursuit, such as target occlusion. Our method employs two layers to deal with occlusions of different lengths. The first layer is for short- or medium-term occlusions: those where a known method--such as mean shift combined with a Kalman filter--fails. For this layer we designed the hybrid filter for active pursuit (HAP). HAP utilizes a Kalman filter modified to respond to two different modes of action: one in which the target is positively identified and one in which the target identification is uncertain. For long-term occlusions we use the second layer. This layer is a decision algorithm that follows a learning procedure and is based on game theory-related reinforcement (Cesa-Bianchi and Lugosi, Prediction Learning and Games, 2006). The learning process is based on trial and error and is designed to perform adequately with a small number of samples. The algorithm produces a data structure that can be shared among agents or sent to a central control of a multi-agent system. The learning process is designed so that agents perform tasks according to their skills: an efficient agent will pursue targets while an inefficient agent will search for entering targets. These capacities make this system well suited for embedding in a multi-agent control system.