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Increasingly fast development cycles and individualized products pose major challenges for today's smart production systems in times of industry 4.0. The systems must be flexible and continuously adapt to changing conditions while still guaranteeing high throughputs and robustness against external disruptions. Deep rein- forcement learning (RL) algorithms, which already reached impressive success with Google DeepMind's AlphaGo, are increasingly transferred to production systems to meet related requirements. Unlike supervised and unsupervised machine learning techniques, deep RL algorithms learn based on recently collected sensor- and process-data in direct interaction with the environment and are able to perform decisions in real-time. As such, deep RL algorithms seem promising given their potential to provide decision support in complex environments, as production systems, and simultaneously adapt to changing circumstances. While different use-cases for deep RL emerged, a structured overview and integration of findings on their application are missing. To address this gap, this contribution provides a systematic literature review of existing deep RL applications in the field of production planning and control as well as production logistics. From a performance perspective, it became evident that deep RL can beat heuristics significantly in their overall performance and provides superior solutions to various industrial use-cases. Nevertheless, safety and reliability concerns must be overcome before the widespread use of deep RL is possible which presumes more intensive testing of deep RL in real world applications besides the already ongoing intensive simulations.
Increasingly fast development cycles and individualized products pose major challenges for today's smart production systems in times of industry 4.0. The systems must be flexible and continuously adapt to changing conditions while still guaranteeing high throughputs and robustness against external disruptions. Deep reinforcement learning (RL) algorithms, which already reached impressive success with Google DeepMind's AlphaGo, are increasingly transferred to production systems to meet related requirements. Unlike supervised and unsupervised machine learning techniques, deep RL algorithms learn based on recently collected sensorand process-data in direct interaction with the environment and are able to perform decisions in real-time. As such, deep RL algorithms seem promising given their potential to provide decision support in complex environments, as production systems, and simultaneously adapt to changing circumstances. While different use-cases for deep RL emerged, a structured overview and integration of findings on their application are missing. To address this gap, this contribution provides a systematic literature review of existing deep RL applications in the field of production planning and control as well as production logistics. From a performance perspective, it became evident that deep RL can beat heuristics significantly in their overall performance and provides superior solutions to various industrial use-cases. Nevertheless, safety and reliability concerns must be overcome before the widespread use of deep RL is possible which presumes more intensive testing of deep RL in real world applications besides the already ongoing intensive simulations.
The in‐depth understanding of charge carrier photogeneration and recombination mechanisms in organic solar cells is still an ongoing effort. In donor:acceptor (bulk) heterojunction organic solar cells, charge photogeneration and recombination are inter‐related via the kinetics of charge transfer states—being singlet or triplet states. Although high‐charge‐photogeneration quantum yields are achieved in many donor:acceptor systems, only very few systems show significantly reduced bimolecular recombination relative to the rate of free carrier encounters, in low‐mobility systems. This is a serious limitation for the industrialization of organic solar cells, in particular when aiming at thick active layers. Herein, a meta‐analysis of the device performance of numerous bulk heterojunction organic solar cells is presented for which field‐dependent photogeneration, charge carrier mobility, and fill factor are determined. Herein, a “spin‐related factor” that is dependent on the ratio of back electron transfer of the triplet charge transfer (CT) states to the decay rate of the singlet CT states is introduced. It is shown that this factor links the recombination reduction factor to charge‐generation efficiency. As a consequence, it is only in the systems with very efficient charge generation and very fast CT dissociation that free carrier recombination is strongly suppressed, regardless of the spin‐related factor.
Many knowledge representation tasks involve trees or similar structures as abstract datatypes. However, devising compact and efficient declarative representations of such structural properties is non-obvious and can be challenging indeed. In this article, we take a number of acyclicity properties into consideration and investigate various logic-based approaches to encode them. We use answer set programming as the primary representation language but also consider mappings to related formalisms, such as propositional logic, difference logic and linear programming. We study the compactness of encodings and the resulting computational performance on benchmarks involving acyclic or tree structures.
Taxonomy plays a central role in biological sciences. It provides a communication system for scientists as it aims to enable correct identification of the studied organisms. As a consequence, species descriptions should seek to include as much available information as possible at species level to follow an integrative concept of 'taxonomics'. Here, we describe the cryptic species Epimeria frankei sp. nov. from the North Sea, and also redescribe its sister species, Epimeria cornigera. The morphological information obtained is substantiated by DNA barcodes and complete nuclear 18S rRNA gene sequences. In addition, we provide, for the first time, full mitochondrial genome data as part of a metazoan species description for a holotype, as well as the neotype. This study represents the first successful implementation of the recently proposed concept of taxonomics, using data from high-throughput technologies for integrative taxonomic studies, allowing the highest level of confidence for both biodiversity and ecological research.
Cooperation is — despite not being predicted by game theory — a widely documented aspect of human behaviour in Prisoner’s Dilemma (PD) situations. This article presents a comparison between subjects restricted to playing pure strategies and subjects allowed to play mixed strategies in a one-shot symmetric PD laboratory experiment. Subjects interact with 10 other subjects and take their decisions all at once. Because subjects in the mixed-strategy treatment group are allowed to condition their level of cooperation more precisely on their beliefs about their counterparts’ level of cooperation, we predicted the cooperation rate in the mixed-strategy treatment group to be higher than in the pure-strategy control group. The results of our experiment reject our prediction: even after controlling for beliefs about the other subjects’ level of cooperation, we find that cooperation in the mixed-strategy group is lower than in the pure-strategy group. We also find, however, that subjects in the mixedstrategy group condition their cooperative behaviour more closely on their beliefs than in the pure-strategy group. In the mixed-strategy group, most subjects choose intermediate levels of cooperation.
Cooperation is — despite not being predicted by game theory — a widely documented aspect of human behaviour in Prisoner’s Dilemma (PD) situations. This article presents a comparison between subjects restricted to playing pure strategies and subjects allowed to play mixed strategies in a one-shot symmetric PD laboratory experiment. Subjects interact with 10 other subjects and take their decisions all at once. Because subjects in the mixed-strategy treatment group are allowed to condition their level of cooperation more precisely on their beliefs about their counterparts’ level of cooperation, we predicted the cooperation rate in the mixed-strategy treatment group to be higher than in the pure-strategy control group. The results of our experiment reject our prediction: even after controlling for beliefs about the other subjects’ level of cooperation, we find that cooperation in the mixed-strategy group is lower than in the pure-strategy group. We also find, however, that subjects in the mixedstrategy group condition their cooperative behaviour more closely on their beliefs than in the pure-strategy group. In the mixed-strategy group, most subjects choose intermediate levels of cooperation.
With the spread of smart phones capable of taking high-resolution photos and the development of high-speed mobile data infrastructure, digital visual media is becoming one of the most important forms of modern communication. With this development, however, also comes a devaluation of images as a media form with the focus becoming the frequency at which visual content is generated instead of the quality of the content. In this work, an interactive system using image-abstraction techniques and an eye tracking sensor is presented, which allows users to experience diverting and dynamic artworks that react to their eye movement. The underlying modular architecture enables a variety of different interaction techniques that share common design principles, making the interface as intuitive as possible. The resulting experience allows users to experience a game-like interaction in which they aim for a reward, the artwork, while being held under constraints, e.g., not blinking. The co nscious eye movements that are required by some interaction techniques hint an interesting, possible future extension for this work into the field of relaxation exercises and concentration training.
With the spread of smart phones capable of taking high-resolution photos and the development of high-speed mobile data infrastructure, digital visual media is becoming one of the most important forms of modern communication. With this development, however, also comes a devaluation of images as a media form with the focus becoming the frequency at which visual content is generated instead of the quality of the content. In this work, an interactive system using image-abstraction techniques and an eye tracking sensor is presented, which allows users to experience diverting and dynamic artworks that react to their eye movement. The underlying modular architecture enables a variety of different interaction techniques that share common design principles, making the interface as intuitive as possible. The resulting experience allows users to experience a game-like interaction in which they aim for a reward, the artwork, while being held under constraints, e.g., not blinking. The co nscious eye movements that are required by some interaction techniques hint an interesting, possible future extension for this work into the field of relaxation exercises and concentration training.
Emotions are a central element of human experience. They occur with high frequency in everyday life and play an important role in decision making. However, currently there is no consensus among researchers on what constitutes an emotion and on how emotions should be investigated. This dissertation identifies three problems of current emotion research: the problem of ground truth, the problem of incomplete constructs and the problem of optimal representation. I argue for a focus on the detailed measurement of emotion manifestations with computer-aided methods to solve these problems. This approach is demonstrated in three research projects, which describe the development of methods specific to these problems as well as their application to concrete research questions.
The problem of ground truth describes the practice to presuppose a certain structure of emotions as the a priori ground truth. This determines the range of emotion descriptions and sets a standard for the correct assignment of these descriptions. The first project illustrates how this problem can be circumvented with a multidimensional emotion perception paradigm which stands in contrast to the emotion recognition paradigm typically employed in emotion research. This paradigm allows to calculate an objective difficulty measure and to collect subjective difficulty ratings for the perception of emotional stimuli. Moreover, it enables the use of an arbitrary number of emotion stimuli categories as compared to the commonly used six basic emotion categories. Accordingly, we collected data from 441 participants using dynamic facial expression stimuli from 40 emotion categories. Our findings suggest an increase in emotion perception difficulty with increasing actor age and provide evidence to suggest that young adults, the elderly and men underestimate their emotion perception difficulty. While these effects were predicted from the literature, we also found unexpected and novel results. In particular, the increased difficulty on the objective difficulty measure for female actors and observers stood in contrast to reported findings. Exploratory analyses revealed low relevance of person-specific variables for the prediction of emotion perception difficulty, but highlighted the importance of a general pleasure dimension for the ease of emotion perception.
The second project targets the problem of incomplete constructs which relates to vaguely defined psychological constructs on emotion with insufficient ties to tangible manifestations. The project exemplifies how a modern data collection method such as face tracking data can be used to sharpen these constructs on the example of arousal, a long-standing but fuzzy construct in emotion research. It describes how measures of distance, speed and magnitude of acceleration can be computed from face tracking data and investigates their intercorrelations. We find moderate to strong correlations among all measures of static information on one hand and all measures of dynamic information on the other. The project then investigates how self-rated arousal is tied to these measures in 401 neurotypical individuals and 19 individuals with autism. Distance to the neutral face was predictive of arousal ratings in both groups. Lower mean arousal ratings were found for the autistic group, but no difference in correlation of the measures and arousal ratings could be found between groups. Results were replicated in a high autistic traits group consisting of 41 participants. The findings suggest a qualitatively similar perception of arousal for individuals with and without autism. No correlations between valence ratings and any of the measures could be found which emphasizes the specificity of our tested measures for the construct of arousal.
The problem of optimal representation refers to the search for the best representation of emotions and the assumption that there is a one-fits-all solution. In the third project we introduce partial least squares analysis as a general method to find an optimal representation to relate two high-dimensional data sets to each other. The project demonstrates its applicability to emotion research on the question of emotion perception differences between men and women. The method was used with emotion rating data from 441 participants and face tracking data computed on 306 videos. We found quantitative as well as qualitative differences in the perception of emotional facial expressions between these groups. We showed that women’s emotional perception systematically captured more of the variance in facial expressions. Additionally, we could show that significant differences exist in the way that women and men perceive some facial expressions which could be visualized as concrete facial expression sequences. These expressions suggest differing perceptions of masked and ambiguous facial expressions between the sexes. In order to facilitate use of the developed method by the research community, a package for the statistical environment R was written. Furthermore, to call attention to the method and its usefulness for emotion research, a website was designed that allows users to explore a model of emotion ratings and facial expression data in an interactive fashion.