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Mastergoal Machine Learning Environment Phase 1 Completion Assessment MSE Project Kansas State University Alejandro Alliana
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Deliverables Vision Document v 0.1.0 Project Plan 0.1.0 Software Quality Assurance Plan 0.1.0 Prototype
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Mastergoal Board game with discrete states. Played at different levels. High branching factor. New in AI research.
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Project Goals Provide an environment to create, repeat, save experiments for creating strategies for playing Mastergoal using ML techniques. Try different AI techniques in the environment of the game
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Background Traditional approaches –Search in the state space S applying actions A(s t ) to the states and Evaluating the generated states s t+1 using a hand crafted evaluation function Reinforcement Learning –Unsupervised learning. –Temporal difference learning. –Successful with Backgammon. –Problems with some games such as Chess and Go. –TD-Leaf, TD(μ)
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Risks Inexperience with some algorithms and programming language Exploration vs. exploitation Computational Cost of Evaluation Functions Quality
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Prototypes demonstration
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Constraints Export strategies to be used in the Mastergoal plugin environment. CPP programming language
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Requirements Experiment Management Training strategy Export Strategy Explore game
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System Components
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Experiment Management
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Other Use Cases
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Documentation standards UML Diagrams Scenario description Coding Standards following the C++ standards Commentary standards following Code Conventions for the Java Programming Language.
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Testing Standards Unit testing –CppTest Component testing Integration Testing Performance Testing Testing plan
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Version Control SVN Repository Maven directory Structure standard Tortoise SVN Client
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Tools IDE –Microsoft Visual Studio Modeling –Rational Rose –Gliffy.com Documentation –Microsoft Word Code control –Tortoise SVN Managing –Process Dashboard –Microsoft Project
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Cost Estimate COCOMO COCOMO II Use case points
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COCOMO Effort = 3.2 EAF (Size) 1.05 Time = 2.5 (Effort) 0.38 Where: –Effort is the number of staff months –EAF is the product of 15 effort adjustment factors. –Size is the number of delivered source instructions in KLOC.
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Cocomo – Effort Adjustment factors IdEffort Adjustment FactorParameter Range Potential ImpactValue SelectedReasoning RELYRequired reliability0.75 - 1.401.871.00Nominal - The application is reliability is not critical DATADatabase size0.94 - 1.161.231.00Nominal -Database access to store games CPLXProduct complexity0.70 – 1.652.361.15High – Product contains reinforcement learning algorithms. TIMEExecution time constraint1.00 – 1.661.661.11High – Experiments must not take too long, since the application is already computationally intensive. STORMain Storage Constraint1.00 – 1.561.561.00Nominal VIRTVirtual machine volatility0.87 – 1.301.491.00Nominal TURNComputer turnaround time0.87 – 1.151.321.00Nominal ACAPAnalyst capability1.46 – 0.712.060.86High. Developer has adequate experience. AEXPApplications experience1.29 – 0.821.571.10Low. Some of the components are new to the developer PCAPProgrammer capability1.42 – 0.702.031.00Nominal VEXPVirtual machine experience1.21 – 0.901.341.00Nominal. Developer has adequate experience with OS systems and tools. LEXPLanguage experience1.14 – 0.951.201.07Low. Developer is new to the C++ language. MODPUse of modern practices1.24 – 0.821.510.91High. The process will follow modern practices. TOOLUse of software tools1.24 – 0.831.490.91High. SCEDRequired development schedule1.23 – 1.101.231.10Low. Project is on a constrained schedule
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COCOMO Estimate Estimated KLOC (7.5) Effort = 3.2 (1.18) (7.5) 1.05 Effort= 31.32 staff months Time = 2.5 (Effort) 0.38 Time = 9.25 months
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COCOMO II COCOMO II defines three models for cost estimation: –Applications composition model –Early design model –Post-Architecture model.
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Application Composition Model Assess Object-Counts Classify each object instance into simple, medium and difficult and weight them. Determine Object-Points Estimate percentage of reuse Determine a productivity rate Compute the estimated person-months
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Application Composition Model PM = 39/7 = 5.57 Person months –(2.25 ~ 11.07 months)
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Early Design Model Effort = 2.45 EArch (Size) P Where: –Effort = number of staff-moths –EArch = is the product of seven early design effort adjustment factors –Size = number of function points or KLOC –P are the scaling factors.
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Post Architecture model Effort = 2.45 (Eapp) (Size) P –Effort = number of staff-moths –EArch = is the product of seventeen post architecture effort adjustment factors –Size = number of function points or KLOC –P = process exponent, same as the early design model. Effort = 33.99 staff months Time = 9.54 months (7.632 ~ 11.93)
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Project Schedule
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Phase Two Deliverables Vision document Project Plan Test Plan Architecture Design Formal Requirements Specification Formal Technical Inspection Executable Architecture Prototype.
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Questions End of presentation
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Application Composition Model ObjectClassificationObject Points Main screenMedium2 Game exploration screenMedium2 Export strategy screenSimple1 Experiments status reportSimple2 Explore game screenMedium2 Game componentComplex10 Search componentComplex10 Learning componentComplex10 TOTAL39
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Scaling factors Scale FactorAbbreviationValue. PrecedentednessPRECNominal – 3 Development FlexibilityFLEXLow – 4 Architecture risk resolutionRESLNominal – 3 Team cohesionTEAMExtra high – 0
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Frameworks Studied Knight Cap Neuro Draugths RL Glue
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