Software engineer specialized in Cybersecurity
Linux OpenBSD FreeBSD - FOSS Contributor
Lyon (France) addict
Messages in French đ«đ· and English đŹđ§
| https://twitter.com/lcheylus | |
| GitHub | https://github.com/lcheylus |
Software engineer specialized in Cybersecurity
Linux OpenBSD FreeBSD - FOSS Contributor
Lyon (France) addict
Messages in French đ«đ· and English đŹđ§
| https://twitter.com/lcheylus | |
| GitHub | https://github.com/lcheylus |

Because chess is played in formal tournaments and competitive environments, it requires physical and mental endurance. This endurance declines as the years progress and can decrease the playerâs performance. As the playerâs age increases, elements such as strategic thinking, game analysis, and psychological endurance come to the fore. In chess, age is the most important variable, although it is not the sole determinant of a playerâs abilities and achievements. In this study, the age at which Grandmaster level chess players reach the highest ELO levels and the 2,700 ELO threshold was predicted. For this purpose, 12 forecasting models were created using 11 machine learning methods with various variables. The model results were interpreted and the age at which some promising young players reached the 2,700 ELO level was determined. This study finds that the average peak ELO age for Grandmasters is approximately 30.65, with variations based on factors such as early attainment of the GM title and gender differences. To enhance the reliability of prediction results, the percentile bootstrap method was employed across all machine learning models. This approach allowed for the calculation of confidence intervals, providing a more reliable interpretation of the predicted values. These results provide insights into the career trajectories of chess players at the highest levels. This study provides a good alternative for the calculation of classification scores in sports that are uncertain and difficult to predetermine.

Ă 86 ans, cette musicienne transgenre est une pionniĂšre des musiques Ă©lectroniques. Avec son premier album âSwitched-on Bachâ, elle popularisa le synthĂ©tiseur, reçut trois Grammy et signa sa collaboration hollywoodienne avec Stanley KubrickâŠ

Most self-driving systems rely on hand-coded perception outputs and engineered driving rules. Learning directly from human driving data with an end-to-end method can allow for a training architecture that is simpler and scales well with compute and data. In this work, we propose an end-to-end training architecture that uses real driving data to train a driving policy in an on-policy simulator. We show two different methods of simulation, one with reprojective simulation and one with a learned world model. We show that both methods can be used to train a policy that learns driving behavior without any hand-coded driving rules. We evaluate the performance of these policies in a closed-loop simulation and when deployed in a real-world advanced driver-assistance system.