How do I implement a set of qubits on my computer? - quantum-computing

I would like to get familiar with quantum computing basics.
A good way to get familiar with it would be writing very basic virtual quantum computer machines.
From what I can understand of it, the, effort of implementing a single qubit cannot simply be duplicated to implement a two qubit system. But I don't know how I would implement a single qubit either.
How do I implement a qubit?
How do I implement a set of qubits?

Example Code
If you want to start from something simple but working, you can play around with this basic quantum circuit simulator on jsfiddle (about ~2k lines, but most of that is UI stuff [drawing and clicking] and maths stuff [defining complex numbers and matrices]).
State
The state of a quantum computer is a set of complex weights, called amplitudes. There's one amplitude for each possible classical state. In the case of qubits, the classical states are just the various states a normal bit can be in.
For example, if you have three bits, then you need a complex weight for the 000, 001, 010, 011, 100, 101, 110, and 111 states.
var threeQubitState = new Complex[8];
The amplitudes must satisfy a constraint: if you add up their squared magnitudes, the result is 1. Classical states correspond to one amplitude having magnitude 1 while the others are all 0:
threeQubitState[3] = 1; // the system is 100% in the 011 state
Operations
Operations on quantum states let you redistribute the amplitude by flowing it between the classical states, but the flows you choose must preserve the squared-magnitudes-add-up-to-1 property in all cases. More technically, the operation must correspond to some unitary matrix.
var myOperation = state => new[] {
(state[1] + state[0])/sqrt(2),
(state[1] - state[0])/sqrt(2),
state[2],
state[3],
state[4],
state[5],
state[6],
state[7]
};
var myNewState = myOperation(threeQubitState);
... and those are the basics. The state is a list of complex numbers with unit 2-norm, the operations are unitary matrices, and the probability of measuring a state is just its squared amplitude.
Etc
Other things you probably need to consider:
What kinds of operations do you want to include?
A 1-qubit operation is a 2x2 matrix and a 3-qubit operation is an 8x8 matrix. How do you convert a 1-qubit operation into an 8x8 matrix when applying it to a single qubit in a 3-qubit state? (Use the Kronecker Product.)
What kinds of tricks can you use to speed up the simulation? For example, if only a few states are non-zero, or if the qubits are not entangled, there's no need to do a full matrix multiplication.
How does the user tell the simulation what to do? How can you represent what's going on for the user? There's an awful lot of numbers flowing around...

I don't actually know the answer, but an interesting place to start reading about qubits is this article. It doesn't describe in detail how entangled qubits work, but it hints at the complexity involved:
If this is how complicated things can get with only two qubits, how
complicated will it get for 3 or 4, or 100? It turns out that the
state of an N-qubit quantum computer can only be completely defined
when plotted as a point in a space with (4^N-1) dimensions. That means
we need 4^N good old fashion classical numbers to simulate it.
Note that this is the maximum space complexity, which for example is about 1 billion numbers (2^30=4^15) for 15 qubits. It says nothing about the time complexity of a simulation.

The article that #Qwertie cites is a very good introduction. If you want to implement these on your computer, you can play with the libquantum simulator, which implements sophisticated quantum operations in a C library. You can look at this example to see what using the code is like.

The information is actually stored in the interaction between different Qbits, so no implementing 1 Qbit will not translate to using multiple. I'd think another way you could play around is to use existing languages like QCL or google QCP http://qcplayground.withgoogle.com/#/home to play around

Related

AI of spaceship's propulsion: land a 3D ship at position=0 and angle=0

This is a very difficult problem about how to maneuver a spaceship that can both translate and rotate in 3D, for a space game.
The spaceship has n jets placing in various positions and directions.
Transformation of i-th jet relative to the CM of spaceship is constant = Ti.
Transformation is a tuple of position and orientation (quaternion or matrix 3x3 or, less preferable, Euler angles).
A transformation can also be denoted by a single matrix 4x4.
In other words, all jet are glued to the ship and cannot rotate.
A jet can exert force to the spaceship only in direction of its axis (green).
As a result of glue, the axis rotated along with the spaceship.
All jets can exert force (vector,Fi) at a certain magnitude (scalar,fi) :
i-th jet can exert force (Fi= axis x fi) only within range min_i<= fi <=max_i.
Both min_i and max_i are constant with known value.
To be clear, unit of min_i,fi,max_i is Newton.
Ex. If the range doesn't cover 0, it means that the jet can't be turned off.
The spaceship's mass = m and inertia tensor = I.
The spaceship's current transformation = Tran0, velocity = V0, angularVelocity = W0.
The spaceship physic body follows well-known physic rules :-
Torque=r x F
F=ma
angularAcceleration = I^-1 x Torque
linearAcceleration = m^-1 x F
I is different for each direction, but for the sake of simplicity, it has the same value for every direction (sphere-like). Thus, I can be thought as a scalar instead of matrix 3x3.
Question
How to control all jets (all fi) to land the ship with position=0 and angle=0?
Math-like specification: Find function of fi(time) that take minimum time to reach position=(0,0,0), orient=identity with final angularVelocity and velocity = zero.
More specifically, what are names of technique or related algorithms to solve this problem?
My research (1 dimension)
If the universe is 1D (thus, no rotation), the problem will be easy to solve.
( Thank Gavin Lock, https://stackoverflow.com/a/40359322/3577745 )
First, find the value MIN_BURN=sum{min_i}/m and MAX_BURN=sum{max_i}/m.
Second, think in opposite way, assume that x=0 (position) and v=0 at t=0,
then create two parabolas with x''=MIN_BURN and x''=MAX_BURN.
(The 2nd derivative is assumed to be constant for a period of time, so it is parabola.)
The only remaining work is to join two parabolas together.
The red dash line is where them join.
In the period of time that x''=MAX_BURN, all fi=max_i.
In the period of time that x''=MIN_BURN, all fi=min_i.
It works really well for 1D, but in 3D, the problem is far more harder.
Note:
Just a rough guide pointing me to a correct direction is really appreciated.
I don't need a perfect AI, e.g. it can take a little more time than optimum.
I think about it for more than 1 week, still find no clue.
Other attempts / opinions
I don't think machine learning like neural network is appropriate for this case.
Boundary-constrained-least-square-optimisation may be useful but I don't know how to fit my two hyper-parabola to that form of problem.
This may be solved by using many iterations, but how?
I have searched NASA's website, but not find anything useful.
The feature may exist in "Space Engineer" game.
Commented by Logman: Knowledge in mechanical engineering may help.
Commented by AndyG: It is a motion planning problem with nonholonomic constraints. It could be solved by Rapidly exploring random tree (RRTs), theory around Lyapunov equation, and Linear quadratic regulator.
Commented by John Coleman: This seems more like optimal control than AI.
Edit: "Near-0 assumption" (optional)
In most case, AI (to be designed) run continuously (i.e. called every time-step).
Thus, with the AI's tuning, Tran0 is usually near-identity, V0 and W0 are usually not so different from 0, e.g. |Seta0|<30 degree,|W0|<5 degree per time-step .
I think that AI based on this assumption would work OK in most case. Although not perfect, it can be considered as a correct solution (I started to think that without this assumption, this question might be too hard).
I faintly feel that this assumption may enable some tricks that use some "linear"-approximation.
The 2nd Alternative Question - "Tune 12 Variables" (easier)
The above question might also be viewed as followed :-
I want to tune all six values and six values' (1st-derivative) to be 0, using lowest amount of time-steps.
Here is a table show a possible situation that AI can face:-
The Multiplier table stores inertia^-1 * r and mass^-1 from the original question.
The Multiplier and Range are constant.
Each timestep, the AI will be asked to pick a tuple of values fi that must be in the range [min_i,max_i] for every i+1-th jet.
Ex. From the table, AI can pick (f0=1,f1=0.1,f2=-1).
Then, the caller will use fi to multiply with the Multiplier table to get values''.
Px'' = f0*0.2+f1*0.0+f2*0.7
Py'' = f0*0.3-f1*0.9-f2*0.6
Pz'' = ....................
SetaX''= ....................
SetaY''= ....................
SetaZ''= f0*0.0+f1*0.0+f2*5.0
After that, the caller will update all values' with formula values' += values''.
Px' += Px''
.................
SetaZ' += SetaZ''
Finally, the caller will update all values with formula values += values'.
Px += Px'
.................
SetaZ += SetaZ'
AI will be asked only once for each time-step.
The objective of AI is to return tuples of fi (can be different for different time-step), to make Px,Py,Pz,SetaX,SetaY,SetaZ,Px',Py',Pz',SetaX',SetaY',SetaZ' = 0 (or very near),
by using least amount of time-steps as possible.
I hope providing another view of the problem will make it easier.
It is not the exact same problem, but I feel that a solution that can solve this version can bring me very close to the answer of the original question.
An answer for this alternate question can be very useful.
The 3rd Alternative Question - "Tune 6 Variables" (easiest)
This is a lossy simplified version of the previous alternative.
The only difference is that the world is now 2D, Fi is also 2D (x,y).
Thus I have to tune only Px,Py,SetaZ,Px',Py',SetaZ'=0, by using least amount of time-steps as possible.
An answer to this easiest alternative question can be considered useful.
I'll try to keep this short and sweet.
One approach that is often used to solve these problems in simulation is a Rapidly-Exploring Random Tree. To give at least a little credibility to my post, I'll admit I studied these, and motion planning was my research lab's area of expertise (probabilistic motion planning).
The canonical paper to read on these is Steven LaValle's Rapidly-exploring random trees: A new tool for path planning, and there have been a million papers published since that all improve on it in some way.
First I'll cover the most basic description of an RRT, and then I'll describe how it changes when you have dynamical constraints. I'll leave fiddling with it afterwards up to you:
Terminology
"Spaces"
The state of your spaceship can be described by its 3-dimension position (x, y, z) and its 3-dimensional rotation (alpha, beta, gamma) (I use those greek names because those are the Euler angles).
state space is all possible positions and rotations your spaceship can inhabit. Of course this is infinite.
collision space are all of the "invalid" states. i.e. realistically impossible positions. These are states where your spaceship is in collision with some obstacle (With other bodies this would also include collision with itself, for example planning for a length of chain). Abbreviated as C-Space.
free space is anything that is not collision space.
General Approach (no dynamics constraints)
For a body without dynamical constraints the approach is fairly straightforward:
Sample a state
Find nearest neighbors to that state
Attempt to plan a route between the neighbors and the state
I'll briefly discuss each step
Sampling a state
Sampling a state in the most basic case means choosing at random values for each entry in your state space. If we did this with your space ship, we'd randomly sample for x, y, z, alpha, beta, gamma across all of their possible values (uniform random sampling).
Of course way more of your space is obstacle space than free space typically (because you usually confine your object in question to some "environment" you want to move about inside of). So what is very common to do is to take the bounding cube of your environment and sample positions within it (x, y, z), and now we have a lot higher chance to sample in the free space.
In an RRT, you'll sample randomly most of the time. But with some probability you will actually choose your next sample to be your goal state (play with it, start with 0.05). This is because you need to periodically test to see if a path from start to goal is available.
Finding nearest neighbors to a sampled state
You chose some fixed integer > 0. Let's call that integer k. Your k nearest neighbors are nearby in state space. That means you have some distance metric that can tell you how far away states are from each other. The most basic distance metric is Euclidean distance, which only accounts for physical distance and doesn't care about rotational angles (because in the simplest case you can rotate 360 degrees in a single timestep).
Initially you'll only have your starting position, so it will be the only candidate in the nearest neighbor list.
Planning a route between states
This is called local planning. In a real-world scenario you know where you're going, and along the way you need to dodge other people and moving objects. We won't worry about those things here. In our planning world we assume the universe is static but for us.
What's most common is to assume some linear interpolation between the sampled state and its nearest neighbor. The neighbor (i.e. a node already in the tree) is moved along this linear interpolation bit by bit until it either reaches the sampled configuration, or it travels some maximum distance (recall your distance metric).
What's going on here is that your tree is growing towards the sample. When I say that you step "bit by bit" I mean you define some "delta" (a really small value) and move along the linear interpolation that much each timestep. At each point you check to see if you the new state is in collision with some obstacle. If you hit an obstacle, you keep the last valid configuration as part of the tree (don't forget to store the edge somehow!) So what you'll need for a local planner is:
Collision checking
how to "interpolate" between two states (for your problem you don't need to worry about this because we'll do something different).
A physics simulation for timestepping (Euler integration is quite common, but less stable than something like Runge-Kutta. Fortunately you already have a physics model!
Modification for dynamical constraints
Of course if we assume you can linearly interpolate between states, we'll violate the physics you've defined for your spaceship. So we modify the RRT as follows:
Instead of sampling random states, we sample random controls and apply said controls for a fixed time period (or until collision).
Before, when we sampled random states, what we were really doing was choosing a direction (in state space) to move. Now that we have constraints, we randomly sample our controls, which is effectively the same thing, except we're guaranteed not to violate our constraints.
After you apply your control for a fixed time interval (or until collision), you add a node to the tree, with the control stored on the edge. Your tree will grow very fast to explore the space. This control application replaces linear interpolation between tree states and sampled states.
Sampling the controls
You have n jets that individually have some min and max force they can apply. Sample within that min and max force for each jet.
Which node(s) do I apply my controls to?
Well you can choose at random, or your can bias the selection to choose nodes that are nearest to your goal state (need the distance metric). This biasing will try to grow nodes closer to the goal over time.
Now, with this approach, you're unlikely to exactly reach your goal, so you need to define some definition of "close enough". That is, you will use your distance metric to find nearest neighbors to your goal state, and then test them for "close enough". This "close enough" metric can be different than your distance metric, or not. If you're using Euclidean distance, but it's very important that you goal configuration is also rotated properly, then you may want to modify the "close enough" metric to look at angle differences.
What is "close enough" is entirely up to you. Also something for you to tune, and there are a million papers that try to get you a lot closer in the first place.
Conclusion
This random sampling may sound ridiculous, but your tree will grow to explore your free space very quickly. See some youtube videos on RRT for path planning. We can't guarantee something called "probabilistic completeness" with dynamical constraints, but it's usually "good enough". Sometimes it'll be possible that a solution does not exist, so you'll need to put some logic in there to stop growing the tree after a while (20,000 samples for example)
More Resources:
Start with these, and then start looking into their citations, and then start looking into who is citing them.
Kinodynamic RRT*
RRT-Connect
This is not an answer, but it's too long to place as a comment.
First of all, a real solution will involve both linear programming (for multivariate optimization with constraints that will be used in many of the substeps) as well as techniques used in trajectory optimization and/or control theory. This is a very complex problem and if you can solve it, you could have a job at any company of your choosing. The only thing that could make this problem worse would be friction (drag) effects or external body gravitation effects. A real solution would also ideally use Verlet integration or 4th order Runge Kutta, which offer improvements over the Euler integration you've implemented here.
Secondly, I believe your "2nd Alternative Version" of your question above has omitted the rotational influence on the positional displacement vector you add into the position at each timestep. While the jet axes all remain fixed relative to the frame of reference of the ship, they do not remain fixed relative to the global coordinate system you are using to land the ship (at global coordinate [0, 0, 0]). Therefore the [Px', Py', Pz'] vector (calculated from the ship's frame of reference) must undergo appropriate rotation in all 3 dimensions prior to being applied to the global position coordinates.
Thirdly, there are some implicit assumptions you failed to specify. For example, one dimension should be defined as the "landing depth" dimension and negative coordinate values should be prohibited (unless you accept a fiery crash). I developed a mockup model for this in which I assumed z dimension to be the landing dimension. This problem is very sensitive to initial state and the constraints placed on the jets. All of my attempts using your example initial conditions above failed to land. For example, in my mockup (without the 3d displacement vector rotation noted above), the jet constraints only allow for rotation in one direction on the z-axis. So if aZ becomes negative at any time (which is often the case) the ship is actually forced to complete another full rotation on that axis before it can even try to approach zero degrees again. Also, without the 3d displacement vector rotation, you will find that Px will only go negative using your example initial conditions and constraints, and the ship is forced to either crash or diverge farther and farther onto the negative x-axis as it attempts to maneuver. The only way to solve this is to truly incorporate rotation or allow for sufficient positive and negative jet forces.
However, even when I relaxed your min/max force constraints, I was unable to get my mockup to land successfully, demonstrating how complex planning will probably be required here. Unless it is possible to completely formulate this problem in linear programming space, I believe you will need to incorporate advanced planning or stochastic decision trees that are "smart" enough to continually use rotational methods to reorient the most flexible jets onto the currently most necessary axes.
Lastly, as I noted in the comments section, "On May 14, 2015, the source code for Space Engineers was made freely available on GitHub to the public." If you believe that game already contains this logic, that should be your starting place. However, I suspect you are bound to be disappointed. Most space game landing sequences simply take control of the ship and do not simulate "real" force vectors. Once you take control of a 3-d model, it is very easy to predetermine a 3d spline with rotation that will allow the ship to land softly and with perfect bearing at the predetermined time. Why would any game programmer go through this level of work for a landing sequence? This sort of logic could control ICBM missiles or planetary rover re-entry vehicles and it is simply overkill IMHO for a game (unless the very purpose of the game is to see if you can land a damaged spaceship with arbitrary jets and constraints without crashing).
I can introduce another technique into the mix of (awesome) answers proposed.
It lies more in AI, and provides close-to-optimal solutions. It's called Machine Learning, more specifically Q-Learning. It's surprisingly easy to implement but hard to get right.
The advantage is that the learning can be done offline, so the algorithm can then be super fast when used.
You could do the learning when the ship is built or when something happens to it (thruster destruction, large chunks torn away...).
Optimality
I observed you're looking for near-optimal solutions. Your method with parabolas is good for optimal control. What you did is this:
Observe the state of the system.
For every state (coming in too fast, too slow, heading away, closing in etc.) you devised an action (apply a strategy) that will bring the system into a state closer to the goal.
Repeat
This is pretty much intractable for a human in 3D (too many cases, will drive you nuts) however a machine may learn where to split the parabolas in every dimensions, and devise an optimal strategy by itself.
THe Q-learning works very similarly to us:
Observe the (secretized) state of the system
Select an action based on a strategy
If this action brought the system into a desirable state (closer to the goal), mark the action/initial state as more desirable
Repeat
Discretize your system's state.
For each state, have a map intialized quasi-randomly, which maps every state to an Action (this is the strategy). Also assign a desirability to each state (initially, zero everywhere and 1000000 to the target state (X=0, V=0).
Your state would be your 3 positions, 3 angles, 3translation speed, and three rotation speed.
Your actions can be any combination of thrusters
Training
Train the AI (offline phase):
Generate many diverse situations
Apply the strategy
Evaluate the new state
Let the algo (see links above) reinforce the selected strategies' desirability value.
Live usage in the game
After some time, a global strategy for navigation emerges. You then store it, and during your game loop you simply sample your strategy and apply it to each situation as they come up.
The strategy may still learn during this phase, but probably more slowly (because it happens real-time). (Btw, I dream of a game where the AI would learn from every user's feedback so we could collectively train it ^^)
Try this in a simple 1D problem, it devises a strategy remarkably quickly (a few seconds).
In 2D I believe excellent results could be obtained in an hour.
For 3D... You're looking at overnight computations. There's a few thing to try and accelerate the process:
Try to never 'forget' previous computations, and feed them as an initial 'best guess' strategy. Save it to a file!
You might drop some states (like ship roll maybe?) without losing much navigation optimality but increasing computation speed greatly. Maybe change referentials so the ship is always on the X-axis, this way you'll drop x&y dimensions!
States more frequently encountered will have a reliable and very optimal strategy. Maybe normalize the state to make your ship state always close to a 'standard' state?
Typically rotation speeds intervals may be bounded safely (you don't want a ship tumbling wildely, so the strategy will always be to "un-wind" that speed). Of course rotation angles are additionally bounded.
You can also probably discretize non-linearly the positions because farther away from the objective, precision won't affect the strategy much.
For these kind of problems there are two techniques available: bruteforce search and heuristics. Bruteforce means to recognize the problem as a blackbox with input and output parameters and the aim is to get the right input parameters for winning the game. To program such a bruteforce search, the gamephysics runs in a simulation loop (physics simulation) and via stochastic search (minimax, alpha-beta-prunning) every possibility is tried out. The disadvantage of bruteforce search is the high cpu consumption.
The other techniques utilizes knowledge about the game. Knowledge about motion primitives and about evaluation. This knowledge is programmed with normal computerlanguages like C++ or Java. The disadvantage of this idea is, that it is often difficult to grasp the knowledge.
The best practice for solving spaceship navigation is to combine both ideas into a hybrid system. For programming sourcecode for this concrete problem I estimate that nearly 2000 lines of code are necessary. These kind of problems are normaly done within huge projects with many programmers and takes about 6 months.

How to determine the threshold for neuron firings in neural networks?

I have a simple task to classify people by their height and hair length to either MAN or WOMAN category using a neural network. Also teach it the pattern with some examples and then use it to classify on its own.
I have a basic understanding of neural networks but would really need some help here.
I know that each neuron divides the area to two subareas, basically that is why P = w0 + w1*x1 + w2*x2 + ... + wn*xn is being used here (weights are just moving the line if we consider geometric representation).
I do understand that each epoche should modify the weights to get closer to correct result, yet I have never program it and I am hopeless about how to start.
How should I proceed, meaning: How can I determine the threshold and how should I deal with the inputs?
It is not a homework rather than task for the ones who were interested. I am and I would like to understand it.
Looks like you are dealing with a simple Perceptron with a threshold activation function. Have a look at this question. Since you ARE using a bias neuron (w0), you would set the threshold to 0.
You then simply take the output of your network and compare it to 0, so you would e.g. output class 1 if x < 0 and class 2 if x > 0. You could model the case x=0 as "indistinct".
For learning the weights you need to apply the Delta Learning Rule which can be implemented very easily. But be careful: a perceptron with a simple threshold activation function can only be correct if your data are linearly separable. If you have more complex data you will need a Multilayer Perceptron and a nonlinear activation function like the Logistic Sigmoid Function.
Have a look at Geoffrey Hintons Coursera Course, Lecture 2 for details.
I've been working with machine learning lately (but I'm not an expert) but you should look at the Accord.NET framework. It contains all the common machine learning algorithme out of the box. So it's easy to take an existing samples and modify it instead of starting from scratch. Also, the developper of the framework is very helpful in the forum available on the same page.
With the available samples, you may also discover something better than neural network like the Kernel Support Vector Machine. If you stick to the neural network, have fun modifying all the different variables and by tryout and error you will understand how it work.
Have fun!
Since you said:
I know that each neuron divides the area to two subareas
&
weights are just moving the line if we consider geometric representation
I think you want to use perseptron or ADALINE neural networks. These neural networks can just classify linear separable patterns. since your input data is complicated, It's better to use a Multi layer Non-Linear Neural network. (my suggestion is a two layer neural network with tanh activation function) . For training these network you should use back propagation algorithm.
For answering to
how should I deal with the inputs?
I need to know more details about the inputs( Like: are they just height and hair length or there is more, what is their range and your resolution and etc.)
If you're dealing with just height and hair length I suggest that divide heights and length in some classes (for example 160cm-165cm, 165cm-170cm & etc.) and for each one of these classes set an On/Off input neuron. then put a hidden layer after all classes related to heights and another hidden layer after all classes related to hair length (tanh activation function). Number of neurons in these two hidden layer is determined based on number of training cases.
then take these two hidden layer output and send them to an aggregation layer with 1 output neuron.

Algorithm for voice comparison

Given two recorded voices in digital format, is there an algorithm to compare the two and return a coefficient of similarity?
I recommend to take a look into the HTK toolkit for speech recognition http://htk.eng.cam.ac.uk/, especially the part on feature extraction.
Features that I would assume to be good indicators:
Mel-Cepstrum coefficients (general timbre)
LPC (for the harmonics)
Given your clarification I think what you are looking for falls under speech recognition algorithms.
Even though you are only looking for the measure of similarity and not trying to turn speech into text, still the concepts are the same and I would not be surprised if a large part of the algorithms would be quite useful.
However, you will have to define this coefficient of similarity more formally and precisely to get anywhere.
EDIT:
I believe speech recognition algorithms would be useful because they do abstraction of the sound and comparison to some known forms. Conceptually this might not be that different from taking two recordings, abstracting them and comparing them.
From wikipedia article on HMM
"In speech recognition, the hidden
Markov model would output a sequence
of n-dimensional real-valued vectors
(with n being a small integer, such as
10), outputting one of these every 10
milliseconds. The vectors would
consist of cepstral coefficients,
which are obtained by taking a Fourier
transform of a short time window of
speech and decorrelating the spectrum
using a cosine transform, then taking
the first (most significant)
coefficients."
So if you run such an algorithm on both recordings you would end up with coefficients that represent the recordings and it might be far easier to measure and establish similarities between the two.
But again now you come to the question of defining the 'similarity coefficient' and introducing dogs and horses did not really help.
(Well it does a bit, but in terms of evaluating algorithms and choosing one over another, you will have to do better).
There are many different algorithms - the general name for this task is Speaker Identification - start with this Wikipedia page and work from there: http://en.wikipedia.org/wiki/Speaker_recognition
I'm not sure this will work for soundfiles, but it gives you an idea how to proceed i hope. That is a basic way how to find a pattern (image) in another image.
You first have to calculate the fft of both the soundfiles and then do a correlation. In formular it would look like (pseudocode):
fftSoundFile1 = fft(soundFile1);
fftConjSoundFile2 = conj(fft(soundFile2));
result_corr = real(ifft(soundFile1.*soundFile2));
Where fft= fast Fourier transform, ifft = inverse, conj = conjugate complex.
The fft is performed on the sample values of the soundfiles.
The peaks in the result_corr vector will then give you the positions of high correlation.
Note that both soundfiles must in this case be of the same size-otherwise you have to place the shorter one into a file of max(soundFileLength) vector.
Regards
Edit: .* means (in matlab style) a component wise mult, you must not do a vector mult!
Next Edit: Note that you have to operate with complex numbers - but there are several Complex classes out there so I think you don't have to bother about this.

How to program a neural network for chess?

I want to program a chess engine which learns to make good moves and win against other players. I've already coded a representation of the chess board and a function which outputs all possible moves. So I only need an evaluation function which says how good a given situation of the board is. Therefore, I would like to use an artificial neural network which should then evaluate a given position. The output should be a numerical value. The higher the value is, the better is the position for the white player.
My approach is to build a network of 385 neurons: There are six unique chess pieces and 64 fields on the board. So for every field we take 6 neurons (1 for every piece). If there is a white piece, the input value is 1. If there is a black piece, the value is -1. And if there is no piece of that sort on that field, the value is 0. In addition to that there should be 1 neuron for the player to move. If it is White's turn, the input value is 1 and if it's Black's turn, the value is -1.
I think that configuration of the neural network is quite good. But the main part is missing: How can I implement this neural network into a coding language (e.g. Delphi)? I think the weights for each neuron should be the same in the beginning. Depending on the result of a match, the weights should then be adjusted. But how? I think I should let 2 computer players (both using my engine) play against each other. If White wins, Black gets the feedback that its weights aren't good.
So it would be great if you could help me implementing the neural network into a coding language (best would be Delphi, otherwise pseudo-code). Thanks in advance!
In case somebody randomly finds this page. Given what we know now, what the OP proposes is almost certainly possible. In fact we managed to do it for a game with much larger state space - Go ( https://deepmind.com/research/case-studies/alphago-the-story-so-far ).
I don't see why you can't have a neural net for a static evaluator if you also do some classic mini-max lookahead with alpha-beta pruning. Lots of Chess engines use minimax with a braindead static evaluator that just adds up the pieces or something; it doesn't matter so much if you have enough levels of minimax. I don't know how much of an improvement the net would make but there's little to lose. Training it would be tricky though. I'd suggest using an engine that looks ahead many moves (and takes loads of CPU etc) to train the evaluator for an engine that looks ahead fewer moves. That way you end up with an engine that doesn't take as much CPU (hopefully).
Edit: I wrote the above in 2010, and now in 2020 Stockfish NNUE has done it. "The network is optimized and trained on the [classical Stockfish] evaluations of millions of positions at moderate search depth" and then used as a static evaluator, and in their initial tests they got an 80-elo improvement when using this static evaluator instead of their previous one (or, equivalently, the same elo with a little less CPU time). So yes it does work, and you don't even have to train the network at high search depth as I originally suggested: moderate search depth is enough, but the key is to use many millions of positions.
Been there, done that. Since there is no continuity in your problem (the value of a position is not closely related to an other position with only 1 change in the value of one input), there is very little chance a NN would work. And it never did in my experiments.
I would rather see a simulated annealing system with an ad-hoc heuristic (of which there are plenty out there) to evaluate the value of the position...
However, if you are set on using a NN, is is relatively easy to represent. A general NN is simply a graph, with each node being a neuron. Each neuron has a current activation value, and a transition formula to compute the next activation value, based on input values, i.e. activation values of all the nodes that have a link to it.
A more classical NN, that is with an input layer, an output layer, identical neurons for each layer, and no time-dependency, can thus be represented by an array of input nodes, an array of output nodes, and a linked graph of nodes connecting those. Each node possesses a current activation value, and a list of nodes it forwards to. Computing the output value is simply setting the activations of the input neurons to the input values, and iterating through each subsequent layer in turn, computing the activation values from the previous layer using the transition formula. When you have reached the last (output) layer, you have your result.
It is possible, but not trivial by any means.
https://erikbern.com/2014/11/29/deep-learning-for-chess/
To train his evaluation function, he utilized a lot of computing power to do so.
To summarize generally, you could go about it as follows. Your evaluation function is a feedforward NN. Let the matrix computations lead to a scalar output valuing how good the move is. The input vector for the network is the board state represented by all the pieces on the board so say white pawn is 1, white knight is 2... and empty space is 0. An example board state input vector is simply a sequence of 0-12's. This evaluation can be trained using grandmaster games (available at a fics database for example) for many games, minimizing loss between what the current parameters say is the highest valuation and what move the grandmasters made (which should have the highest valuation). This of course assumes that the grandmaster moves are correct and optimal.
What you need to train a ANN is either something like backpropagation learning or some form of a genetic algorithm. But chess is such an complex game that it is unlikly that a simple ANN will learn to play it - even more if the learning process is unsupervised.
Further, your question does not say anything about the number of layers. You want to use 385 input neurons to encode the current situation. But how do you want to decide what to do? On neuron per field? Highest excitation wins? But there is often more than one possible move.
Further you will need several hidden layers - the functions that can be represented with an input and an output layer without hidden layer are really limited.
So I do not want to prevent you from trying it, but chances for a successful implemenation and training within say one year or so a practically zero.
I tried to build and train an ANN to play Tic-tac-toe when I was 16 years or so ... and I failed. I would suggest to try such an simple game first.
The main problem I see here is one of training. You say you want your ANN to take the current board position and evaluate how good it is for a player. (I assume you will take every possible move for a player, apply it to the current board state, evaluate via the ANN and then take the one with the highest output - ie: hill climbing)
Your options as I see them are:
Develop some heuristic function to evaluate the board state and train the network off that. But that begs the question of why use an ANN at all, when you could just use your heuristic.
Use some statistical measure such as "How many games were won by white or black from this board configuration?", which would give you a fitness value between white or black. The difficulty with that is the amount of training data required for the size of your problem space.
With the second option you could always feed it board sequences from grandmaster games and hope there is enough coverage for the ANN to develop a solution.
Due to the complexity of the problem I'd want to throw the largest network (ie: lots of internal nodes) at it as I could without slowing down the training too much.
Your input algorithm is sound - all positions, all pieces, and both players are accounted for. You may need an input layer for every past state of the gameboard, so that past events are used as input again.
The output layer should (in some form) give the piece to move, and the location to move to.
Write a genetic algorithm using a connectome which contains all neuron weights and synapse strengths, and begin multiple separated gene pools with a large number of connectomes in each.
Make them play one another, keep the best handful, crossover and mutate the best connectomes to repopulate the pool.
Read blondie24 : http://www.amazon.co.uk/Blondie24-Playing-Kaufmann-Artificial-Intelligence/dp/1558607838.
It deals with checkers instead of chess but the principles are the same.
Came here to say what Silas said. Using a minimax algorithm, you can expect to be able to look ahead N moves. Using Alpha-beta pruning, you can expand that to theoretically 2*N moves, but more realistically 3*N/4 moves. Neural networks are really appropriate here.
Perhaps though a genetic algorithm could be used.

What is fuzzy logic?

I'm working with a couple of AI algorithms at school and I find people use the words Fuzzy Logic to explain any situation that they can solve with a couple of cases. When I go back to the books I just read about how instead of a state going from On to Off it's a diagonal line and something can be in both states but in different "levels".
I've read the wikipedia entry and a couple of tutorials and even programmed stuff that "uses fuzzy logic" (an edge detector and a 1-wheel self-controlled robot) and still I find it very confusing going from Theory to Code... for you, in the less complicated definition, what is fuzzy logic?
Fuzzy logic is logic where state membership is, essentially, a float with range 0..1 instead of an int 0 or 1. The mileage you get out of it is that things like, for example, the changes you make in a control system are somewhat naturally more fine-tuned than what you'd get with naive binary logic.
An example might be logic that throttles back system activity based on active TCP connections. Say you define "a little bit too many" TCP connections on your machine as 1000 and "a lot too many" as 2000. At any given time, your system has a "too many TCP connections" state from 0 (<= 1000) to 1 (>= 2000), which you can use as a coefficient in applying whatever throttling mechanisms you have available. This is much more forgiving and responsive to system behavior than naive binary logic that only knows how to determine "too many", and throttle completely, or "not too many", and not throttle at all.
I'd like to add to the answers (that have been modded up) that, a good way to visualize fuzzy logic is follows:
Traditionally, with binary logic you would have a graph whose membership function is true or false whereas in a fuzzy logic system, the membership function is not.
1|
| /\
| / \
| / \
0|/ \
------------
a b c d
Assume for a second that the function is "likes peanuts"
a. kinda likes peanuts
b. really likes peanuts
c. kinda likes peanuts
d. doesn't like peanuts
The function itself doesn't have to be triangular and often isn't (it's just easier with ascii art).
A fuzzy system will likely have many of these, some even overlapping (even opposites) like so:
1| A B
| /\ /\ A = Likes Peanuts
| / \/ \ B = Doesn't Like Peanuts
| / /\ \
0|/ / \ \
------------
a b c d
so now c is "kind likes peanuts, kinda doesn't like peanuts" and d is "really doesn't like peanuts"
And you can program accordingly based on that info.
Hope this helps for the visual learners out there.
The best definition of fuzzy logic is given by its inventor Lotfi Zadeh:
“Fuzzy logic means of representing problems to computers in a way akin to the way human solve them and the essence of fuzzy logic is that everything is a matter of degree.”
The meaning of solving problems with computers akin to the way human solve can easily be explained with a simple example from a basketball game; if a player wants to guard another player firstly he should consider how tall he is and how his playing skills are. Simply if the player that he wants to guard is tall and plays very slow relative to him then he will use his instinct to determine to consider if he should guard that player as there is an uncertainty for him. In this example the important point is the properties are relative to the player and there is a degree for the height and playing skill for the rival player. Fuzzy logic provides a deterministic way for this uncertain situation.
There are some steps to process the fuzzy logic (Figure-1). These steps are; firstly fuzzification where crisp inputs get converted to fuzzy inputs secondly these inputs get processed with fuzzy rules to create fuzzy output and lastly defuzzification which results with degree of result as in fuzzy logic there can be more than one result with different degrees.
Figure 1 – Fuzzy Process Steps (David M. Bourg P.192)
To exemplify the fuzzy process steps, the previous basketball game situation could be used. As mentioned in the example the rival player is tall with 1.87 meters which is quite tall relative to our player and can dribble with 3 m/s which is slow relative to our player. Addition to these data some rules are needed to consider which are called fuzzy rules such as;
if player is short but not fast then guard,
if player is fast but not short then don’t guard
If player is tall then don’t guard
If player is average tall and average fast guard
Figure 2 – how tall
Figure 3- how fast
According to the rules and the input data an output will be created by fuzzy system such as; the degree for guard is 0.7, degree for sometimes guard is 0.4 and never guard is 0.2.
Figure 4-output fuzzy sets
On the last step, defuzzication, is using for creating a crisp output which is a number which may determine the energy that we should use to guard the player during game. The centre of mass is a common method to create the output. On this phase the weights to calculate the mean point is totally depends on the implementation. On this application it is considered to give high weight to guard or not guard but low weight given to sometimes guard. (David M. Bourg, 2004)
Figure 5- fuzzy output (David M. Bourg P.204)
Output = [0.7 * (-10) + 0.4 * 1 + 0.2 * 10] / (0.7 + 0.4 + 0.2) ≈ -3.5
As a result fuzzy logic is using under uncertainty to make a decision and to find out the degree of decision. The problem of fuzzy logic is as the number of inputs increase the number of rules increase exponential.
For more information and its possible application in a game I wrote a little article check this out
To build off of chaos' answer, a formal logic is nothing but an inductively defined set that maps sentences to a valuation. At least, that's how a model theorist thinks of logic. In the case of a sentential boolean logic:
(basis clause) For all A, v(A) in {0,1}
(iterative) For the following connectives,
v(!A) = 1 - v(A)
v(A & B) = min{v(A), v(B)}
v(A | B) = max{v(A), v(B)}
(closure) All sentences in a boolean sentential logic are evaluated per above.
A fuzzy logic changes would be inductively defined:
(basis clause) For all A, v(A) between [0,1]
(iterative) For the following connectives,
v(!A) = 1 - v(A)
v(A & B) = min{v(A), v(B)}
v(A | B) = max{v(A), v(B)}
(closure) All sentences in a fuzzy sentential logic are evaluated per above.
Notice the only difference in the underlying logic is the permission to evaluate a sentence as having the "truth value" of 0.5. An important question for a fuzzy logic model is the threshold that counts for truth satisfaction. This is to ask: for a valuation v(A), for what value D it is the case the v(A) > D means that A is satisfied.
If you really want to found out more about non-classical logics like fuzzy logic, I would recommend either An Introduction to Non-Classical Logic: From If to Is or Possibilities and Paradox
Putting my coder hat back on, I would be careful with the use of fuzzy logic in real world programming, because of the tendency for a fuzzy logic to be undecidable. Maybe it's too much complexity for little gain. For instance a supervaluational logic may do just fine to help a program model vagueness. Or maybe probability would be good enough. In short, I need to be convinced that the domain model dovetails with a fuzzy logic.
Maybe an example clears up what the benefits can be:
Let's say you want to make a thermostat and you want it to be 24 degrees.
This is how you'd implement it using boolean logic:
Rule1: heat up at full power when
it's colder than 21 degrees.
Rule2:
cool down at full power when it's
warmer than 27 degrees.
Such a system will only once and a while be 24 degrees, and it will be very inefficient.
Now, using fuzzy logic, it would be like something like this:
Rule1: For each degree that it's colder than 24 degrees, turn up the heater one notch (0 at 24).
Rule2: For each degree that it's warmer than 24 degress, turn up the cooler one notch (0 at 24).
This system will always be somewhere around 24 degrees, and it only once and will only once and a while make a tiny adjustment. It will also be more energy-efficient.
Well, you could read the works of Bart Kosko, one of the 'founding fathers'. 'Fuzzy Thinking: The New Science of Fuzzy Logic' from 1994 is readable (and available quite cheaply secondhand via Amazon). Apparently, he has a newer book 'Noise' from 2006 which is also quite approachable.
Basically though (in my paraphrase - not having read the first of those books for several years now), fuzzy logic is about how to deal with the world where something is perhaps 10% cool, 50% warm, and 10% hot, where different decisions may be made on the degree to which the different states are true (and no, it wasn't entirely an accident that those percentages don't add up to 100% - though I'd accept correction if needed).
A very good explanation, with a help of Fuzzy Logic Washing Machines.
I know what you mean about it being difficult to go from concept to code. I'm writing a scoring system that looks at the values of sysinfo and /proc on Linux systems and comes up with a number between 0 and 10, 10 being the absolute worst. A simple example:
You have 3 load averages (1, 5, 15 minute) with (at least) three possible states, good, getting bad, bad. Expanding that, you could have six possible states per average, adding 'about to' to the three that I just noted. Yet, the result of all 18 possibilities can only deduct 1 from the score. Repeat that with swap consumed, actual VM allocated (committed) memory and other stuff .. and you have one big bowl of conditional spaghetti :)
Its as much a definition as it is an art, how you implement the decision making process is always more interesting than the paradigm itself .. whereas in a boolean world, its rather cut and dry.
It would be very easy for me to say if load1 < 2 deduct 1, but not very accurate at all.
If you can teach a program to do what you would do when evaluating some set of circumstances and keep the code readable, you have implemented a good example of fuzzy logic.
Fuzzy Logic is a problem-solving methodology that lends itself to implementation in systems ranging from simple, small, embedded micro-controllers to large, networked, multi-channel PC or workstation-based data acquisition and control systems. It can be implemented in hardware, software, or a combination of both. Fuzzy Logic provides a simple way to arrive at a definite conclusion based upon vague, ambiguous, imprecise, noisy, or missing input information. Fuzzy Logic approach to control problems mimics how a person would make decisions, only much faster.
Fuzzy logic has proved to be particularly useful in expert system and other artificial intelligence applications. It is also used in some spell checkers to suggest a list of probable words to replace a misspelled one.
To learn more, just check out: http://en.wikipedia.org/wiki/Fuzzy_logic.
The following is sort of an empirical answer.
A simple (possibly simplistic answer) is that "fuzzy logic" is any logic that returns values other than straight true / false, or 1 / 0. There are a lot of variations on this and they tend to be highly domain specific.
For example, in my previous life I did search engines that used "content similarity searching" as opposed to then common "boolean search". Our similarity system used the Cosine Coefficient of weighted-attribute vectors representing the query and the documents and produced values in the range 0..1. Users would supply "relevance feedback" which was used to shift the query vector in the direction of desirable documents. This is somewhat related to the training done in certain AI systems where the logic gets "rewarded" or "punished" for results of trial runs.
Right now Netflix is running a competition to find a better suggestion algorithm for their company. See http://www.netflixprize.com/. Effectively all of the algorithms could be characterized as "fuzzy logic"
Fuzzy logic is calculating algorithm based on human like way of thinking. It is particularly useful when there is a large number of input variables. One online fuzzy logic calculator for two variables input is given:
http://www.cirvirlab.com/simulation/fuzzy_logic_calculator.php

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