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1801.08287
Craig Sherstan
Craig Sherstan, Brendan Bennett, Kenny Young, Dylan R. Ashley, Adam White, Martha White, Richard S. Sutton
Directly Estimating the Variance of the {\lambda}-Return Using Temporal-Difference Methods
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper investigates estimating the variance of a temporal-difference learning agent's update target. Most reinforcement learning methods use an estimate of the value function, which captures how good it is for the agent to be in a particular state and is mathematically expressed as the expected sum of discounted future rewards (called the return). These values can be straightforwardly estimated by averaging batches of returns using Monte Carlo methods. However, if we wish to update the agent's value estimates during learning--before terminal outcomes are observed--we must use a different estimation target called the {\lambda}-return, which truncates the return with the agent's own estimate of the value function. Temporal difference learning methods estimate the expected {\lambda}-return for each state, allowing these methods to update online and incrementally, and in most cases achieve better generalization error and faster learning than Monte Carlo methods. Naturally one could attempt to estimate higher-order moments of the {\lambda}-return. This paper is about estimating the variance of the {\lambda}-return. Prior work has shown that given estimates of the variance of the {\lambda}-return, learning systems can be constructed to (1) mitigate risk in action selection, and (2) automatically adapt the parameters of the learning process itself to improve performance. Unfortunately, existing methods for estimating the variance of the {\lambda}-return are complex and not well understood empirically. We contribute a method for estimating the variance of the {\lambda}-return directly using policy evaluation methods from reinforcement learning. Our approach is significantly simpler than prior methods that independently estimate the second moment of the {\lambda}-return. Empirically our new approach behaves at least as well as existing approaches, but is generally more robust.
[ { "version": "v1", "created": "Thu, 25 Jan 2018 06:48:14 GMT" }, { "version": "v2", "created": "Wed, 14 Feb 2018 17:00:05 GMT" } ]
1,518,652,800,000
[ [ "Sherstan", "Craig", "" ], [ "Bennett", "Brendan", "" ], [ "Young", "Kenny", "" ], [ "Ashley", "Dylan R.", "" ], [ "White", "Adam", "" ], [ "White", "Martha", "" ], [ "Sutton", "Richard S.", "" ] ]
1801.08295
Kui Yu
Kui Yu, Lin Liu, Jiuyong Li
Discovering Markov Blanket from Multiple interventional Datasets
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we study the problem of discovering the Markov blanket (MB) of a target variable from multiple interventional datasets. Datasets attained from interventional experiments contain richer causal information than passively observed data (observational data) for MB discovery. However, almost all existing MB discovery methods are designed for finding MBs from a single observational dataset. To identify MBs from multiple interventional datasets, we face two challenges: (1) unknown intervention variables; (2) nonidentical data distributions. To tackle the challenges, we theoretically analyze (a) under what conditions we can find the correct MB of a target variable, and (b) under what conditions we can identify the causes of the target variable via discovering its MB. Based on the theoretical analysis, we propose a new algorithm for discovering MBs from multiple interventional datasets, and present the conditions/assumptions which assure the correctness of the algorithm. To our knowledge, this work is the first to present the theoretical analyses about the conditions for MB discovery in multiple interventional datasets and the algorithm to find the MBs in relation to the conditions. Using benchmark Bayesian networks and real-world datasets, the experiments have validated the effectiveness and efficiency of the proposed algorithm in the paper.
[ { "version": "v1", "created": "Thu, 25 Jan 2018 07:34:41 GMT" } ]
1,516,924,800,000
[ [ "Yu", "Kui", "" ], [ "Liu", "Lin", "" ], [ "Li", "Jiuyong", "" ] ]
1801.08365
Vaishak Belle
Vaishak Belle
Probabilistic Planning by Probabilistic Programming
Article at AAAI-18 Workshop on Planning and Inference
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Automated planning is a major topic of research in artificial intelligence, and enjoys a long and distinguished history. The classical paradigm assumes a distinguished initial state, comprised of a set of facts, and is defined over a set of actions which change that state in one way or another. Planning in many real-world settings, however, is much more involved: an agent's knowledge is almost never simply a set of facts that are true, and actions that the agent intends to execute never operate the way they are supposed to. Thus, probabilistic planning attempts to incorporate stochastic models directly into the planning process. In this article, we briefly report on probabilistic planning through the lens of probabilistic programming: a programming paradigm that aims to ease the specification of structured probability distributions. In particular, we provide an overview of the features of two systems, HYPE and ALLEGRO, which emphasise different strengths of probabilistic programming that are particularly useful for complex modelling issues raised in probabilistic planning. Among other things, with these systems, one can instantiate planning problems with growing and shrinking state spaces, discrete and continuous probability distributions, and non-unique prior distributions in a first-order setting.
[ { "version": "v1", "created": "Thu, 25 Jan 2018 11:47:42 GMT" } ]
1,516,924,800,000
[ [ "Belle", "Vaishak", "" ] ]
1801.08459
Jihyung Moon
Jihyung Moon, Hyochang Yang, Sungzoon Cho
Finding ReMO (Related Memory Object): A Simple Neural Architecture for Text based Reasoning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
To solve the text-based question and answering task that requires relational reasoning, it is necessary to memorize a large amount of information and find out the question relevant information from the memory. Most approaches were based on external memory and four components proposed by Memory Network. The distinctive component among them was the way of finding the necessary information and it contributes to the performance. Recently, a simple but powerful neural network module for reasoning called Relation Network (RN) has been introduced. We analyzed RN from the view of Memory Network, and realized that its MLP component is able to reveal the complicate relation between question and object pair. Motivated from it, we introduce which uses MLP to find out relevant information on Memory Network architecture. It shows new state-of-the-art results in jointly trained bAbI-10k story-based question answering tasks and bAbI dialog-based question answering tasks.
[ { "version": "v1", "created": "Thu, 25 Jan 2018 15:50:44 GMT" }, { "version": "v2", "created": "Fri, 26 Jan 2018 03:47:53 GMT" } ]
1,517,184,000,000
[ [ "Moon", "Jihyung", "" ], [ "Yang", "Hyochang", "" ], [ "Cho", "Sungzoon", "" ] ]
1801.08641
Kien Do
Kien Do, Truyen Tran, Svetha Venkatesh
Knowledge Graph Embedding with Multiple Relation Projections
6 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Knowledge graphs contain rich relational structures of the world, and thus complement data-driven machine learning in heterogeneous data. One of the most effective methods in representing knowledge graphs is to embed symbolic relations and entities into continuous spaces, where relations are approximately linear translation between projected images of entities in the relation space. However, state-of-the-art relation projection methods such as TransR, TransD or TransSparse do not model the correlation between relations, and thus are not scalable to complex knowledge graphs with thousands of relations, both in computational demand and in statistical robustness. To this end we introduce TransF, a novel translation-based method which mitigates the burden of relation projection by explicitly modeling the basis subspaces of projection matrices. As a result, TransF is far more light weight than the existing projection methods, and is robust when facing a high number of relations. Experimental results on the canonical link prediction task show that our proposed model outperforms competing rivals by a large margin and achieves state-of-the-art performance. Especially, TransF improves by 9%/5% in the head/tail entity prediction task for N-to-1/1-to-N relations over the best performing translation-based method.
[ { "version": "v1", "created": "Fri, 26 Jan 2018 00:28:51 GMT" } ]
1,517,184,000,000
[ [ "Do", "Kien", "" ], [ "Tran", "Truyen", "" ], [ "Venkatesh", "Svetha", "" ] ]
1801.08650
Chang-Shing Lee
Chang-Shing Lee, Mei-Hui Wang, Tzong-Xiang Huang, Li-Chung Chen, Yung-Ching Huang, Sheng-Chi Yang, Chien-Hsun Tseng, Pi-Hsia Hung, and Naoyuki Kubota
Ontology-based Fuzzy Markup Language Agent for Student and Robot Co-Learning
This paper is submitted to IEEE WCCI 2018 Conference for review
null
10.1109/FUZZ-IEEE.2018.8491610
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
An intelligent robot agent based on domain ontology, machine learning mechanism, and Fuzzy Markup Language (FML) for students and robot co-learning is presented in this paper. The machine-human co-learning model is established to help various students learn the mathematical concepts based on their learning ability and performance. Meanwhile, the robot acts as a teacher's assistant to co-learn with children in the class. The FML-based knowledge base and rule base are embedded in the robot so that the teachers can get feedback from the robot on whether students make progress or not. Next, we inferred students' learning performance based on learning content's difficulty and students' ability, concentration level, as well as teamwork sprit in the class. Experimental results show that learning with the robot is helpful for disadvantaged and below-basic children. Moreover, the accuracy of the intelligent FML-based agent for student learning is increased after machine learning mechanism.
[ { "version": "v1", "created": "Fri, 26 Jan 2018 02:04:01 GMT" } ]
1,555,286,400,000
[ [ "Lee", "Chang-Shing", "" ], [ "Wang", "Mei-Hui", "" ], [ "Huang", "Tzong-Xiang", "" ], [ "Chen", "Li-Chung", "" ], [ "Huang", "Yung-Ching", "" ], [ "Yang", "Sheng-Chi", "" ], [ "Tseng", "Chien-Hsun", "" ], [ "Hung", "Pi-Hsia", "" ], [ "Kubota", "Naoyuki", "" ] ]
1801.08757
Gal Dalal
Gal Dalal, Krishnamurthy Dvijotham, Matej Vecerik, Todd Hester, Cosmin Paduraru, Yuval Tassa
Safe Exploration in Continuous Action Spaces
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We address the problem of deploying a reinforcement learning (RL) agent on a physical system such as a datacenter cooling unit or robot, where critical constraints must never be violated. We show how to exploit the typically smooth dynamics of these systems and enable RL algorithms to never violate constraints during learning. Our technique is to directly add to the policy a safety layer that analytically solves an action correction formulation per each state. The novelty of obtaining an elegant closed-form solution is attained due to a linearized model, learned on past trajectories consisting of arbitrary actions. This is to mimic the real-world circumstances where data logs were generated with a behavior policy that is implausible to describe mathematically; such cases render the known safety-aware off-policy methods inapplicable. We demonstrate the efficacy of our approach on new representative physics-based environments, and prevail where reward shaping fails by maintaining zero constraint violations.
[ { "version": "v1", "created": "Fri, 26 Jan 2018 11:11:18 GMT" } ]
1,517,184,000,000
[ [ "Dalal", "Gal", "" ], [ "Dvijotham", "Krishnamurthy", "" ], [ "Vecerik", "Matej", "" ], [ "Hester", "Todd", "" ], [ "Paduraru", "Cosmin", "" ], [ "Tassa", "Yuval", "" ] ]
1801.09061
Nick Bassiliades
Nick Bassiliades
SWRL2SPIN: A tool for transforming SWRL rule bases in OWL ontologies to object-oriented SPIN rules
null
International Journal on Semantic Web and Information Systems, Vol. 16, Iss. 1, Art. 5, 2020
10.4018/IJSWIS.2020010105
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Semantic Web Rule Language (SWRL) combines OWL (Web Ontology Language) ontologies with Horn Logic rules of the Rule Markup Language (RuleML) family. Being supported by ontology editors, rule engines and ontology reasoners, it has become a very popular choice for developing rule-based applications on top of ontologies. However, SWRL is probably not go-ing to become a WWW Consortium standard, prohibiting industrial acceptance. On the other hand, SPIN (SPARQL Inferencing Notation) has become a de-facto industry standard to rep-resent SPARQL rules and constraints on Semantic Web models, building on the widespread acceptance of SPARQL (SPARQL Protocol and RDF Query Language). In this paper, we ar-gue that the life of existing SWRL rule-based ontology applications can be prolonged by con-verting them to SPIN. To this end, we have developed the SWRL2SPIN tool in Prolog that transforms SWRL rules into SPIN rules, considering the object-orientation of SPIN, i.e. linking rules to the appropriate ontology classes and optimizing them, as derived by analysing the rule conditions.
[ { "version": "v1", "created": "Sat, 27 Jan 2018 09:36:22 GMT" }, { "version": "v2", "created": "Sat, 3 Feb 2018 09:33:33 GMT" }, { "version": "v3", "created": "Tue, 4 Dec 2018 07:31:21 GMT" }, { "version": "v4", "created": "Thu, 8 Dec 2022 08:03:53 GMT" } ]
1,670,544,000,000
[ [ "Bassiliades", "Nick", "" ] ]
1801.09317
Jason Pittman
Jason M. Pittman and Courtney Crosby
A Cyber Science Based Ontology for Artificial General Intelligence Containment
12 pages, 4 figures, 3 tables Updated author name
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The development of artificial general intelligence is considered by many to be inevitable. What such intelligence does after becoming aware is not so certain. To that end, research suggests that the likelihood of artificial general intelligence becoming hostile to humans is significant enough to warrant inquiry into methods to limit such potential. Thus, containment of artificial general intelligence is a timely and meaningful research topic. While there is limited research exploring possible containment strategies, such work is bounded by the underlying field the strategies draw upon. Accordingly, we set out to construct an ontology to describe necessary elements in any future containment technology. Using existing academic literature, we developed a single domain ontology containing five levels, 32 codes, and 32 associated descriptors. Further, we constructed ontology diagrams to demonstrate intended relationships. We then identified humans, AGI, and the cyber world as novel agent objects necessary for future containment activities. Collectively, the work addresses three critical gaps: (a) identifying and arranging fundamental constructs; (b) situating AGI containment within cyber science; and (c) developing scientific rigor within the field.
[ { "version": "v1", "created": "Sun, 28 Jan 2018 23:45:17 GMT" }, { "version": "v2", "created": "Sun, 1 Aug 2021 09:50:55 GMT" } ]
1,627,948,800,000
[ [ "Pittman", "Jason M.", "" ], [ "Crosby", "Courtney", "" ] ]
1801.09854
Tathagata Chakraborti
Tathagata Chakraborti and Subbarao Kambhampati
Algorithms for the Greater Good! On Mental Modeling and Acceptable Symbiosis in Human-AI Collaboration
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Effective collaboration between humans and AI-based systems requires effective modeling of the human in the loop, both in terms of the mental state as well as the physical capabilities of the latter. However, these models can also open up pathways for manipulating and exploiting the human in the hopes of achieving some greater good, especially when the intent or values of the AI and the human are not aligned or when they have an asymmetrical relationship with respect to knowledge or computation power. In fact, such behavior does not necessarily require any malicious intent but can rather be borne out of cooperative scenarios. It is also beyond simple misinterpretation of intents, as in the case of value alignment problems, and thus can be effectively engineered if desired. Such techniques already exist and pose several unresolved ethical and moral questions with regards to the design of autonomy. In this paper, we illustrate some of these issues in a teaming scenario and investigate how they are perceived by participants in a thought experiment.
[ { "version": "v1", "created": "Tue, 30 Jan 2018 05:23:28 GMT" } ]
1,517,356,800,000
[ [ "Chakraborti", "Tathagata", "" ], [ "Kambhampati", "Subbarao", "" ] ]
1801.10055
Blai Bonet
Blai Bonet and Hector Geffner
Features, Projections, and Representation Change for Generalized Planning
Accepted in IJCAI-18
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Generalized planning is concerned with the characterization and computation of plans that solve many instances at once. In the standard formulation, a generalized plan is a mapping from feature or observation histories into actions, assuming that the instances share a common pool of features and actions. This assumption, however, excludes the standard relational planning domains where actions and objects change across instances. In this work, we extend the standard formulation of generalized planning to such domains. This is achieved by projecting the actions over the features, resulting in a common set of abstract actions which can be tested for soundness and completeness, and which can be used for generating general policies such as "if the gripper is empty, pick the clear block above x and place it on the table" that achieve the goal clear(x) in any Blocksworld instance. In this policy, "pick the clear block above x" is an abstract action that may represent the action Unstack(a, b) in one situation and the action Unstack(b, c) in another. Transformations are also introduced for computing such policies by means of fully observable non-deterministic (FOND) planners. The value of generalized representations for learning general policies is also discussed.
[ { "version": "v1", "created": "Tue, 30 Jan 2018 15:32:02 GMT" }, { "version": "v2", "created": "Tue, 15 May 2018 12:12:04 GMT" }, { "version": "v3", "created": "Thu, 31 May 2018 15:43:24 GMT" }, { "version": "v4", "created": "Thu, 14 Jun 2018 13:11:19 GMT" } ]
1,529,020,800,000
[ [ "Bonet", "Blai", "" ], [ "Geffner", "Hector", "" ] ]
1801.10287
Ajin Joseph
Ajin George Joseph and Shalabh Bhatnagar
An Incremental Off-policy Search in a Model-free Markov Decision Process Using a Single Sample Path
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we consider a modified version of the control problem in a model free Markov decision process (MDP) setting with large state and action spaces. The control problem most commonly addressed in the contemporary literature is to find an optimal policy which maximizes the value function, i.e., the long run discounted reward of the MDP. The current settings also assume access to a generative model of the MDP with the hidden premise that observations of the system behaviour in the form of sample trajectories can be obtained with ease from the model. In this paper, we consider a modified version, where the cost function is the expectation of a non-convex function of the value function without access to the generative model. Rather, we assume that a sample trajectory generated using a priori chosen behaviour policy is made available. In this restricted setting, we solve the modified control problem in its true sense, i.e., to find the best possible policy given this limited information. We propose a stochastic approximation algorithm based on the well-known cross entropy method which is data (sample trajectory) efficient, stable, robust as well as computationally and storage efficient. We provide a proof of convergence of our algorithm to a policy which is globally optimal relative to the behaviour policy. We also present experimental results to corroborate our claims and we demonstrate the superiority of the solution produced by our algorithm compared to the state-of-the-art algorithms under appropriately chosen behaviour policy.
[ { "version": "v1", "created": "Wed, 31 Jan 2018 02:53:34 GMT" } ]
1,517,443,200,000
[ [ "Joseph", "Ajin George", "" ], [ "Bhatnagar", "Shalabh", "" ] ]
1801.10437
L\^e Nguy\^en Hoang
L\^e Nguy\^en Hoang and Rachid Guerraoui
Deep Learning Works in Practice. But Does it Work in Theory?
6 pages, 4 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Deep learning relies on a very specific kind of neural networks: those superposing several neural layers. In the last few years, deep learning achieved major breakthroughs in many tasks such as image analysis, speech recognition, natural language processing, and so on. Yet, there is no theoretical explanation of this success. In particular, it is not clear why the deeper the network, the better it actually performs. We argue that the explanation is intimately connected to a key feature of the data collected from our surrounding universe to feed the machine learning algorithms: large non-parallelizable logical depth. Roughly speaking, we conjecture that the shortest computational descriptions of the universe are algorithms with inherently large computation times, even when a large number of computers are available for parallelization. Interestingly, this conjecture, combined with the folklore conjecture in theoretical computer science that $ P \neq NC$, explains the success of deep learning.
[ { "version": "v1", "created": "Wed, 31 Jan 2018 13:12:30 GMT" } ]
1,517,443,200,000
[ [ "Hoang", "Lê Nguyên", "" ], [ "Guerraoui", "Rachid", "" ] ]
1801.10495
Stefan L\"udtke
Stefan L\"udtke, Max Schr\"oder, Sebastian Bader, Kristian Kersting, Thomas Kirste
Lifted Filtering via Exchangeable Decomposition
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present a model for exact recursive Bayesian filtering based on lifted multiset states. Combining multisets with lifting makes it possible to simultaneously exploit multiple strategies for reducing inference complexity when compared to list-based grounded state representations. The core idea is to borrow the concept of Maximally Parallel Multiset Rewriting Systems and to enhance it by concepts from Rao-Blackwellization and Lifted Inference, giving a representation of state distributions that enables efficient inference. In worlds where the random variables that define the system state are exchangeable -- where the identity of entities does not matter -- it automatically uses a representation that abstracts from ordering (achieving an exponential reduction in complexity) -- and it automatically adapts when observations or system dynamics destroy exchangeability by breaking symmetry.
[ { "version": "v1", "created": "Wed, 31 Jan 2018 15:37:13 GMT" }, { "version": "v2", "created": "Mon, 7 May 2018 06:19:58 GMT" } ]
1,525,737,600,000
[ [ "Lüdtke", "Stefan", "" ], [ "Schröder", "Max", "" ], [ "Bader", "Sebastian", "" ], [ "Kersting", "Kristian", "" ], [ "Kirste", "Thomas", "" ] ]
1801.10545
Oscar Duarte
Oscar Duarte and Sandra T\'ellez
A family of OWA operators based on Faulhaber's formulas
17 pages, 7 figures, 1 table, 1 algorithm
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper we develop a new family of Ordered Weighted Averaging (OWA) operators. Weight vector is obtained from a desired orness of the operator. Using Faulhaber's formulas we obtain direct and simple expressions for the weight vector without any iteration loop. With the exception of one weight, the remaining follow a straight line relation. As a result, a fast and robust algorithm is developed. The resulting weight vector is suboptimal according with the Maximum Entropy criterion, but it is very close to the optimal. Comparisons are done with other procedures.
[ { "version": "v1", "created": "Wed, 31 Jan 2018 16:51:34 GMT" } ]
1,517,443,200,000
[ [ "Duarte", "Oscar", "" ], [ "Téllez", "Sandra", "" ] ]
1802.00048
Damien Anderson Mr
Damien Anderson, Matthew Stephenson, Julian Togelius, Christian Salge, John Levine and Jochen Renz
Deceptive Games
16 pages, accepted at EvoStar2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Deceptive games are games where the reward structure or other aspects of the game are designed to lead the agent away from a globally optimal policy. While many games are already deceptive to some extent, we designed a series of games in the Video Game Description Language (VGDL) implementing specific types of deception, classified by the cognitive biases they exploit. VGDL games can be run in the General Video Game Artificial Intelligence (GVGAI) Framework, making it possible to test a variety of existing AI agents that have been submitted to the GVGAI Competition on these deceptive games. Our results show that all tested agents are vulnerable to several kinds of deception, but that different agents have different weaknesses. This suggests that we can use deception to understand the capabilities of a game-playing algorithm, and game-playing algorithms to characterize the deception displayed by a game.
[ { "version": "v1", "created": "Wed, 31 Jan 2018 20:06:05 GMT" }, { "version": "v2", "created": "Sun, 4 Feb 2018 23:12:14 GMT" } ]
1,517,875,200,000
[ [ "Anderson", "Damien", "" ], [ "Stephenson", "Matthew", "" ], [ "Togelius", "Julian", "" ], [ "Salge", "Christian", "" ], [ "Levine", "John", "" ], [ "Renz", "Jochen", "" ] ]
1802.00050
Lior Friedman Mr
Lior Friedman and Shaul Markovitch
Recursive Feature Generation for Knowledge-based Learning
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
When humans perform inductive learning, they often enhance the process with background knowledge. With the increasing availability of well-formed collaborative knowledge bases, the performance of learning algorithms could be significantly enhanced if a way were found to exploit these knowledge bases. In this work, we present a novel algorithm for injecting external knowledge into induction algorithms using feature generation. Given a feature, the algorithm defines a new learning task over its set of values, and uses the knowledge base to solve the constructed learning task. The resulting classifier is then used as a new feature for the original problem. We have applied our algorithm to the domain of text classification using large semantic knowledge bases. We have shown that the generated features significantly improve the performance of existing learning algorithms.
[ { "version": "v1", "created": "Wed, 31 Jan 2018 20:18:36 GMT" } ]
1,517,529,600,000
[ [ "Friedman", "Lior", "" ], [ "Markovitch", "Shaul", "" ] ]
1802.00295
Gilles Falquet
Sahar Aljalbout and Gilles Falquet
A Semantic Model for Historical Manuscripts
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The study and publication of historical scientific manuscripts are com- plex tasks that involve, among others, the explicit representation of the text mean- ings and reasoning on temporal entities. In this paper we present the first results of an interdisciplinary project dedicated to the study of Saussure's manuscripts. These results aim to fulfill requirements elaborated with Saussurean humanists. They comprise a model for the representation of time-varying statements and time-varying domain knowledge (in particular terminologies) as well as imple- mentation techniques for the semantic indexing of manuscripts and for temporal reasoning on knowledge extracted from the manuscripts.
[ { "version": "v1", "created": "Wed, 31 Jan 2018 12:47:25 GMT" }, { "version": "v2", "created": "Fri, 2 Feb 2018 07:30:17 GMT" } ]
1,517,788,800,000
[ [ "Aljalbout", "Sahar", "" ], [ "Falquet", "Gilles", "" ] ]
1802.00386
Leye Wang
Leye Wang, Xu Geng, Xiaojuan Ma, Feng Liu, Qiang Yang
Cross-City Transfer Learning for Deep Spatio-Temporal Prediction
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Spatio-temporal prediction is a key type of tasks in urban computing, e.g., traffic flow and air quality. Adequate data is usually a prerequisite, especially when deep learning is adopted. However, the development levels of different cities are unbalanced, and still many cities suffer from data scarcity. To address the problem, we propose a novel cross-city transfer learning method for deep spatio-temporal prediction tasks, called RegionTrans. RegionTrans aims to effectively transfer knowledge from a data-rich source city to a data-scarce target city. More specifically, we first learn an inter-city region matching function to match each target city region to a similar source city region. A neural network is designed to effectively extract region-level representation for spatio-temporal prediction. Finally, an optimization algorithm is proposed to transfer learned features from the source city to the target city with the region matching function. Using citywide crowd flow prediction as a demonstration experiment, we verify the effectiveness of RegionTrans. Results show that RegionTrans can outperform the state-of-the-art fine-tuning deep spatio-temporal prediction models by reducing up to 10.7% prediction error.
[ { "version": "v1", "created": "Thu, 1 Feb 2018 16:52:42 GMT" }, { "version": "v2", "created": "Sat, 19 May 2018 04:38:57 GMT" } ]
1,526,947,200,000
[ [ "Wang", "Leye", "" ], [ "Geng", "Xu", "" ], [ "Ma", "Xiaojuan", "" ], [ "Liu", "Feng", "" ], [ "Yang", "Qiang", "" ] ]
1802.00682
Finale Doshi-Velez
Menaka Narayanan, Emily Chen, Jeffrey He, Been Kim, Sam Gershman, Finale Doshi-Velez
How do Humans Understand Explanations from Machine Learning Systems? An Evaluation of the Human-Interpretability of Explanation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recent years have seen a boom in interest in machine learning systems that can provide a human-understandable rationale for their predictions or decisions. However, exactly what kinds of explanation are truly human-interpretable remains poorly understood. This work advances our understanding of what makes explanations interpretable in the specific context of verification. Suppose we have a machine learning system that predicts X, and we provide rationale for this prediction X. Given an input, an explanation, and an output, is the output consistent with the input and the supposed rationale? Via a series of user-studies, we identify what kinds of increases in complexity have the greatest effect on the time it takes for humans to verify the rationale, and which seem relatively insensitive.
[ { "version": "v1", "created": "Fri, 2 Feb 2018 13:53:13 GMT" } ]
1,517,788,800,000
[ [ "Narayanan", "Menaka", "" ], [ "Chen", "Emily", "" ], [ "He", "Jeffrey", "" ], [ "Kim", "Been", "" ], [ "Gershman", "Sam", "" ], [ "Doshi-Velez", "Finale", "" ] ]
1802.00690
Peter Bruza
Peter D. Bruza
Modelling contextuality by probabilistic programs with hypergraph semantics
Accepted for "Theoretical Computer Science"
null
10.1016/j.tcs.2017.11.028
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Models of a phenomenon are often developed by examining it under different experimental conditions, or measurement contexts. The resultant probabilistic models assume that the underlying random variables, which define a measurable set of outcomes, can be defined independent of the measurement context. The phenomenon is deemed contextual when this assumption fails. Contextuality is an important issue in quantum physics. However, there has been growing speculation that it manifests outside the quantum realm with human cognition being a particularly prominent area of investigation. This article contributes the foundations of a probabilistic programming language that allows convenient exploration of contextuality in wide range of applications relevant to cognitive science and artificial intelligence. Specific syntax is proposed to allow the specification of "measurement contexts". Each such context delivers a partial model of the phenomenon based on the associated experimental condition described by the measurement context. The probabilistic program is translated into a hypergraph in a modular way. Recent theoretical results from the field of quantum physics show that contextuality can be equated with the possibility of constructing a probabilistic model on the resulting hypergraph. The use of hypergraphs opens the door for a theoretically succinct and efficient computational semantics sensitive to modelling both contextual and non-contextual phenomena. Finally, this article raises awareness of contextuality beyond quantum physics and to contribute formal methods to detect its presence by means of hypergraph semantics.
[ { "version": "v1", "created": "Wed, 31 Jan 2018 22:19:41 GMT" } ]
1,517,788,800,000
[ [ "Bruza", "Peter D.", "" ] ]
1802.01013
Sarath Sreedharan
Tathagata Chakraborti, Sarath Sreedharan, Sachin Grover, Subbarao Kambhampati
Plan Explanations as Model Reconciliation -- An Empirical Study
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recent work in explanation generation for decision making agents has looked at how unexplained behavior of autonomous systems can be understood in terms of differences in the model of the system and the human's understanding of the same, and how the explanation process as a result of this mismatch can be then seen as a process of reconciliation of these models. Existing algorithms in such settings, while having been built on contrastive, selective and social properties of explanations as studied extensively in the psychology literature, have not, to the best of our knowledge, been evaluated in settings with actual humans in the loop. As such, the applicability of such explanations to human-AI and human-robot interactions remains suspect. In this paper, we set out to evaluate these explanation generation algorithms in a series of studies in a mock search and rescue scenario with an internal semi-autonomous robot and an external human commander. We demonstrate to what extent the properties of these algorithms hold as they are evaluated by humans, and how the dynamics of trust between the human and the robot evolve during the process of these interactions.
[ { "version": "v1", "created": "Sat, 3 Feb 2018 19:17:58 GMT" } ]
1,517,875,200,000
[ [ "Chakraborti", "Tathagata", "" ], [ "Sreedharan", "Sarath", "" ], [ "Grover", "Sachin", "" ], [ "Kambhampati", "Subbarao", "" ] ]
1802.01173
Zhi-Hua Zhou
Wang-Zhou Dai, Qiu-Ling Xu, Yang Yu, Zhi-Hua Zhou
Tunneling Neural Perception and Logic Reasoning through Abductive Learning
Corrected typos
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Perception and reasoning are basic human abilities that are seamlessly connected as part of human intelligence. However, in current machine learning systems, the perception and reasoning modules are incompatible. Tasks requiring joint perception and reasoning ability are difficult to accomplish autonomously and still demand human intervention. Inspired by the way language experts decoded Mayan scripts by joining two abilities in an abductive manner, this paper proposes the abductive learning framework. The framework learns perception and reasoning simultaneously with the help of a trial-and-error abductive process. We present the Neural-Logical Machine as an implementation of this novel learning framework. We demonstrate that--using human-like abductive learning--the machine learns from a small set of simple hand-written equations and then generalizes well to complex equations, a feat that is beyond the capability of state-of-the-art neural network models. The abductive learning framework explores a new direction for approaching human-level learning ability.
[ { "version": "v1", "created": "Sun, 4 Feb 2018 18:27:53 GMT" }, { "version": "v2", "created": "Tue, 6 Feb 2018 12:34:01 GMT" } ]
1,517,961,600,000
[ [ "Dai", "Wang-Zhou", "" ], [ "Xu", "Qiu-Ling", "" ], [ "Yu", "Yang", "" ], [ "Zhou", "Zhi-Hua", "" ] ]
1802.01282
Maria Dimakopoulou
Maria Dimakopoulou, Benjamin Van Roy
Coordinated Exploration in Concurrent Reinforcement Learning
null
Proceedings of the 35th International Conference on Machine Learning, volume 80 of Proceedings of Machine Learning Research, pages 1271-1279, Stockholmsm\"assan, Stockholm Sweden, 10-15 Jul 2018
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We consider a team of reinforcement learning agents that concurrently learn to operate in a common environment. We identify three properties - adaptivity, commitment, and diversity - which are necessary for efficient coordinated exploration and demonstrate that straightforward extensions to single-agent optimistic and posterior sampling approaches fail to satisfy them. As an alternative, we propose seed sampling, which extends posterior sampling in a manner that meets these requirements. Simulation results investigate how per-agent regret decreases as the number of agents grows, establishing substantial advantages of seed sampling over alternative exploration schemes.
[ { "version": "v1", "created": "Mon, 5 Feb 2018 06:51:12 GMT" } ]
1,545,091,200,000
[ [ "Dimakopoulou", "Maria", "" ], [ "Van Roy", "Benjamin", "" ] ]
1802.01482
Jo\~ao Pedro Pedroso
Jo\~ao Pedro Pedroso, Alpar Vajk Kramer, Ke Zhang
The Sea Exploration Problem: Data-driven Orienteering on a Continuous Surface
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper describes a problem arising in sea exploration, where the aim is to schedule the expedition of a ship for collecting information about the resources on the seafloor. The aim is to collect data by probing on a set of carefully chosen locations, so that the information available is optimally enriched. This problem has similarities with the orienteering problem, where the aim is to plan a time-limited trip for visiting a set of vertices, collecting a prize at each of them, in such a way that the total value collected is maximum. In our problem, the score at each vertex is associated with an estimation of the level of the resource on the given surface, which is done by regression using Gaussian processes. Hence, there is a correlation among scores on the selected vertices; this is a first difference with respect to the standard orienteering problem. The second difference is the location of each vertex, which in our problem is a freely chosen point on a given surface.
[ { "version": "v1", "created": "Mon, 5 Feb 2018 15:57:15 GMT" }, { "version": "v2", "created": "Sat, 6 Apr 2019 05:24:48 GMT" } ]
1,554,768,000,000
[ [ "Pedroso", "João Pedro", "" ], [ "Kramer", "Alpar Vajk", "" ], [ "Zhang", "Ke", "" ] ]
1802.01518
Isaac Sledge
Isaac J. Sledge and Matthew S. Emigh and Jose C. Principe
Guided Policy Exploration for Markov Decision Processes using an Uncertainty-Based Value-of-Information Criterion
IEEE Transactions on Neural Networks and Learning Systems
null
10.1109/TNNLS.2018.2812709
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reinforcement learning in environments with many action-state pairs is challenging. At issue is the number of episodes needed to thoroughly search the policy space. Most conventional heuristics address this search problem in a stochastic manner. This can leave large portions of the policy space unvisited during the early training stages. In this paper, we propose an uncertainty-based, information-theoretic approach for performing guided stochastic searches that more effectively cover the policy space. Our approach is based on the value of information, a criterion that provides the optimal trade-off between expected costs and the granularity of the search process. The value of information yields a stochastic routine for choosing actions during learning that can explore the policy space in a coarse to fine manner. We augment this criterion with a state-transition uncertainty factor, which guides the search process into previously unexplored regions of the policy space.
[ { "version": "v1", "created": "Mon, 5 Feb 2018 17:24:13 GMT" } ]
1,520,294,400,000
[ [ "Sledge", "Isaac J.", "" ], [ "Emigh", "Matthew S.", "" ], [ "Principe", "Jose C.", "" ] ]
1802.01526
Ryuta Arisaka
Ryuta Arisaka, Jeremie Dauphin
Abstractly Interpreting Argumentation Frameworks for Sharpening Extensions
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Cycles of attacking arguments pose non-trivial issues in Dung style argumentation theory, apparent behavioural difference between odd and even length cycles being a notable one. While a few methods were proposed for treating them, to - in particular - enable selection of acceptable arguments in an odd-length cycle when Dung semantics could select none, so far the issues have been observed from a purely argument-graph-theoretic perspective. Per contra, we consider argument graphs together with a certain lattice like semantic structure over arguments e.g. ontology. As we show, the semantic-argumentgraphic hybrid theory allows us to apply abstract interpretation, a widely known methodology in static program analysis, to formal argumentation. With this, even where no arguments in a cycle could be selected sensibly, we could say more about arguments acceptability of an argument framework that contains it. In a certain sense, we can verify Dung extensions with respect to a semantic structure in this hybrid theory, to consolidate our confidence in their suitability. By defining the theory, and by making comparisons to existing approaches, we ultimately discover that whether Dung semantics, or an alternative semantics such as cf2, is adequate or problematic depends not just on an argument graph but also on the semantic relation among the arguments in the graph.
[ { "version": "v1", "created": "Mon, 5 Feb 2018 17:36:40 GMT" } ]
1,517,875,200,000
[ [ "Arisaka", "Ryuta", "" ], [ "Dauphin", "Jeremie", "" ] ]
1802.01604
Chandrayee Basu
Chandrayee Basu, Mukesh Singhal, Anca D. Dragan
Learning from Richer Human Guidance: Augmenting Comparison-Based Learning with Feature Queries
8 pages, 8 figures, HRI 2018
null
10.1145/3171221.3171284
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We focus on learning the desired objective function for a robot. Although trajectory demonstrations can be very informative of the desired objective, they can also be difficult for users to provide. Answers to comparison queries, asking which of two trajectories is preferable, are much easier for users, and have emerged as an effective alternative. Unfortunately, comparisons are far less informative. We propose that there is much richer information that users can easily provide and that robots ought to leverage. We focus on augmenting comparisons with feature queries, and introduce a unified formalism for treating all answers as observations about the true desired reward. We derive an active query selection algorithm, and test these queries in simulation and on real users. We find that richer, feature-augmented queries can extract more information faster, leading to robots that better match user preferences in their behavior.
[ { "version": "v1", "created": "Mon, 5 Feb 2018 19:03:26 GMT" } ]
1,517,961,600,000
[ [ "Basu", "Chandrayee", "" ], [ "Singhal", "Mukesh", "" ], [ "Dragan", "Anca D.", "" ] ]
1802.02172
Alexander Gorban
Alexander N. Gorban, Bogdan Grechuk, Ivan Y. Tyukin
Augmented Artificial Intelligence: a Conceptual Framework
The mathematical part is significantly extended. New stochastic separation theorems are proven for log-concave distributions. Some previously formulated hypotheses are confirmed
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
All artificial Intelligence (AI) systems make errors. These errors are unexpected, and differ often from the typical human mistakes ("non-human" errors). The AI errors should be corrected without damage of existing skills and, hopefully, avoiding direct human expertise. This paper presents an initial summary report of project taking new and systematic approach to improving the intellectual effectiveness of the individual AI by communities of AIs. We combine some ideas of learning in heterogeneous multiagent systems with new and original mathematical approaches for non-iterative corrections of errors of legacy AI systems. The mathematical foundations of AI non-destructive correction are presented and a series of new stochastic separation theorems is proven. These theorems provide a new instrument for the development, analysis, and assessment of machine learning methods and algorithms in high dimension. They demonstrate that in high dimensions and even for exponentially large samples, linear classifiers in their classical Fisher's form are powerful enough to separate errors from correct responses with high probability and to provide efficient solution to the non-destructive corrector problem. In particular, we prove some hypotheses formulated in our paper `Stochastic Separation Theorems' (Neural Networks, 94, 255--259, 2017), and answer one general problem published by Donoho and Tanner in 2009.
[ { "version": "v1", "created": "Tue, 6 Feb 2018 19:05:27 GMT" }, { "version": "v2", "created": "Wed, 28 Feb 2018 16:19:55 GMT" }, { "version": "v3", "created": "Sat, 24 Mar 2018 13:40:05 GMT" } ]
1,522,195,200,000
[ [ "Gorban", "Alexander N.", "" ], [ "Grechuk", "Bogdan", "" ], [ "Tyukin", "Ivan Y.", "" ] ]
1802.02434
Junhua Wu
Junhua Wu and Sergey Polyakovskiy and Markus Wagner and Frank Neumann
Evolutionary Computation plus Dynamic Programming for the Bi-Objective Travelling Thief Problem
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This research proposes a novel indicator-based hybrid evolutionary approach that combines approximate and exact algorithms. We apply it to a new bi-criteria formulation of the travelling thief problem, which is known to the Evolutionary Computation community as a benchmark multi-component optimisation problem that interconnects two classical NP-hard problems: the travelling salesman problem and the 0-1 knapsack problem. Our approach employs the exact dynamic programming algorithm for the underlying Packing-While-Travelling (PWT) problem as a subroutine within a bi-objective evolutionary algorithm. This design takes advantage of the data extracted from Pareto fronts generated by the dynamic program to achieve better solutions. Furthermore, we develop a number of novel indicators and selection mechanisms to strengthen synergy of the two algorithmic components of our approach. The results of computational experiments show that the approach is capable to outperform the state-of-the-art results for the single-objective case of the problem.
[ { "version": "v1", "created": "Wed, 7 Feb 2018 14:34:53 GMT" } ]
1,518,048,000,000
[ [ "Wu", "Junhua", "" ], [ "Polyakovskiy", "Sergey", "" ], [ "Wagner", "Markus", "" ], [ "Neumann", "Frank", "" ] ]
1802.02468
Mauro Scanagatta
Mauro Scanagatta, Giorgio Corani, Marco Zaffalon, Jaemin Yoo, U Kang
Efficient Learning of Bounded-Treewidth Bayesian Networks from Complete and Incomplete Data Sets
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Learning a Bayesian networks with bounded treewidth is important for reducing the complexity of the inferences. We present a novel anytime algorithm (k-MAX) method for this task, which scales up to thousands of variables. Through extensive experiments we show that it consistently yields higher-scoring structures than its competitors on complete data sets. We then consider the problem of structure learning from incomplete data sets. This can be addressed by structural EM, which however is computationally very demanding. We thus adopt the novel k-MAX algorithm in the maximization step of structural EM, obtaining an efficient computation of the expected sufficient statistics. We test the resulting structural EM method on the task of imputing missing data, comparing it against the state-of-the-art approach based on random forests. Our approach achieves the same imputation accuracy of the competitors, but in about one tenth of the time. Furthermore we show that it has worst-case complexity linear in the input size, and that it is easily parallelizable.
[ { "version": "v1", "created": "Wed, 7 Feb 2018 15:09:32 GMT" } ]
1,518,048,000,000
[ [ "Scanagatta", "Mauro", "" ], [ "Corani", "Giorgio", "" ], [ "Zaffalon", "Marco", "" ], [ "Yoo", "Jaemin", "" ], [ "Kang", "U", "" ] ]
1802.03216
Jordi Grau-Moya
Jordi Grau-Moya and Felix Leibfried and Haitham Bou-Ammar
Balancing Two-Player Stochastic Games with Soft Q-Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Within the context of video games the notion of perfectly rational agents can be undesirable as it leads to uninteresting situations, where humans face tough adversarial decision makers. Current frameworks for stochastic games and reinforcement learning prohibit tuneable strategies as they seek optimal performance. In this paper, we enable such tuneable behaviour by generalising soft Q-learning to stochastic games, where more than one agent interact strategically. We contribute both theoretically and empirically. On the theory side, we show that games with soft Q-learning exhibit a unique value and generalise team games and zero-sum games far beyond these two extremes to cover a continuous spectrum of gaming behaviour. Experimentally, we show how tuning agents' constraints affect performance and demonstrate, through a neural network architecture, how to reliably balance games with high-dimensional representations.
[ { "version": "v1", "created": "Fri, 9 Feb 2018 12:03:15 GMT" }, { "version": "v2", "created": "Tue, 8 Jan 2019 13:14:52 GMT" } ]
1,546,992,000,000
[ [ "Grau-Moya", "Jordi", "" ], [ "Leibfried", "Felix", "" ], [ "Bou-Ammar", "Haitham", "" ] ]
1802.03417
C\'edric Beaulac
C\'edric Beaulac and Fabrice Larribe
Narrow Artificial Intelligence with Machine Learning for Real-Time Estimation of a Mobile Agents Location Using Hidden Markov Models
null
International Journal of Computer Games Technology, vol. 2017, Article ID 4939261, 10 pages, 2017
10.1155/2017/4939261
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
We propose to use a supervised machine learning technique to track the location of a mobile agent in real time. Hidden Markov Models are used to build artificial intelligence that estimates the unknown position of a mobile target moving in a defined environment. This narrow artificial intelligence performs two distinct tasks. First, it provides real-time estimation of the mobile agent's position using the forward algorithm. Second, it uses the Baum-Welch algorithm as a statistical learning tool to gain knowledge of the mobile target. Finally, an experimental environment is proposed, namely a video game that we use to test our artificial intelligence. We present statistical and graphical results to illustrate the efficiency of our method.
[ { "version": "v1", "created": "Fri, 9 Feb 2018 19:18:21 GMT" } ]
1,518,480,000,000
[ [ "Beaulac", "Cédric", "" ], [ "Larribe", "Fabrice", "" ] ]
1802.03493
Yinlam Chow
Mehrdad Farajtabar, Yinlam Chow, and Mohammad Ghavamzadeh
More Robust Doubly Robust Off-policy Evaluation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We study the problem of off-policy evaluation (OPE) in reinforcement learning (RL), where the goal is to estimate the performance of a policy from the data generated by another policy(ies). In particular, we focus on the doubly robust (DR) estimators that consist of an importance sampling (IS) component and a performance model, and utilize the low (or zero) bias of IS and low variance of the model at the same time. Although the accuracy of the model has a huge impact on the overall performance of DR, most of the work on using the DR estimators in OPE has been focused on improving the IS part, and not much on how to learn the model. In this paper, we propose alternative DR estimators, called more robust doubly robust (MRDR), that learn the model parameter by minimizing the variance of the DR estimator. We first present a formulation for learning the DR model in RL. We then derive formulas for the variance of the DR estimator in both contextual bandits and RL, such that their gradients w.r.t.~the model parameters can be estimated from the samples, and propose methods to efficiently minimize the variance. We prove that the MRDR estimators are strongly consistent and asymptotically optimal. Finally, we evaluate MRDR in bandits and RL benchmark problems, and compare its performance with the existing methods.
[ { "version": "v1", "created": "Sat, 10 Feb 2018 01:32:03 GMT" }, { "version": "v2", "created": "Wed, 23 May 2018 18:13:43 GMT" } ]
1,527,206,400,000
[ [ "Farajtabar", "Mehrdad", "" ], [ "Chow", "Yinlam", "" ], [ "Ghavamzadeh", "Mohammad", "" ] ]
1802.03642
Krishnendu Chatterjee
Krishnendu Chatterjee and Laurent Doyen
Graph Planning with Expected Finite Horizon
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Graph planning gives rise to fundamental algorithmic questions such as shortest path, traveling salesman problem, etc. A classical problem in discrete planning is to consider a weighted graph and construct a path that maximizes the sum of weights for a given time horizon $T$. However, in many scenarios, the time horizon is not fixed, but the stopping time is chosen according to some distribution such that the expected stopping time is $T$. If the stopping time distribution is not known, then to ensure robustness, the distribution is chosen by an adversary, to represent the worst-case scenario. A stationary plan for every vertex always chooses the same outgoing edge. For fixed horizon or fixed stopping-time distribution, stationary plans are not sufficient for optimality. Quite surprisingly we show that when an adversary chooses the stopping-time distribution with expected stopping time $T$, then stationary plans are sufficient. While computing optimal stationary plans for fixed horizon is NP-complete, we show that computing optimal stationary plans under adversarial stopping-time distribution can be achieved in polynomial time. Consequently, our polynomial-time algorithm for adversarial stopping time also computes an optimal plan among all possible plans.
[ { "version": "v1", "created": "Sat, 10 Feb 2018 19:12:03 GMT" } ]
1,518,480,000,000
[ [ "Chatterjee", "Krishnendu", "" ], [ "Doyen", "Laurent", "" ] ]
1802.04009
Yuan Jin
Yuan Jin, Mark Carman, Ye Zhu, Wray Buntine
Distinguishing Question Subjectivity from Difficulty for Improved Crowdsourcing
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by-sa/4.0/
The questions in a crowdsourcing task typically exhibit varying degrees of difficulty and subjectivity. Their joint effects give rise to the variation in responses to the same question by different crowd-workers. This variation is low when the question is easy to answer and objective, and high when it is difficult and subjective. Unfortunately, current quality control methods for crowdsourcing consider only the question difficulty to account for the variation. As a result,these methods cannot distinguish workers personal preferences for different correct answers of a partially subjective question from their ability/expertise to avoid objectively wrong answers for that question. To address this issue, we present a probabilistic model which (i) explicitly encodes question difficulty as a model parameter and (ii) implicitly encodes question subjectivity via latent preference factors for crowd-workers. We show that question subjectivity induces grouping of crowd-workers, revealed through clustering of their latent preferences. Moreover, we develop a quantitative measure of the subjectivity of a question. Experiments show that our model(1) improves the performance of both quality control for crowd-sourced answers and next answer prediction for crowd-workers,and (2) can potentially provide coherent rankings of questions in terms of their difficulty and subjectivity, so that task providers can refine their designs of the crowdsourcing tasks, e.g. by removing highly subjective questions or inappropriately difficult questions.
[ { "version": "v1", "created": "Mon, 12 Feb 2018 12:39:28 GMT" }, { "version": "v2", "created": "Wed, 14 Feb 2018 04:44:00 GMT" } ]
1,518,652,800,000
[ [ "Jin", "Yuan", "" ], [ "Carman", "Mark", "" ], [ "Zhu", "Ye", "" ], [ "Buntine", "Wray", "" ] ]
1802.04086
Evangelos Michelioudakis
Elias Alevizos, Alexander Artikis, Nikos Katzouris, Evangelos Michelioudakis, Georgios Paliouras
The Complex Event Recognition Group
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Complex Event Recognition (CER) group is a research team, affiliated with the National Centre of Scientific Research "Demokritos" in Greece. The CER group works towards advanced and efficient methods for the recognition of complex events in a multitude of large, heterogeneous and interdependent data streams. Its research covers multiple aspects of complex event recognition, from efficient detection of patterns on event streams to handling uncertainty and noise in streams, and machine learning techniques for inferring interesting patterns. Lately, it has expanded to methods for forecasting the occurrence of events. It was founded in 2009 and currently hosts 3 senior researchers, 5 PhD students and works regularly with under-graduate students.
[ { "version": "v1", "created": "Mon, 12 Feb 2018 14:54:30 GMT" } ]
1,518,480,000,000
[ [ "Alevizos", "Elias", "" ], [ "Artikis", "Alexander", "" ], [ "Katzouris", "Nikos", "" ], [ "Michelioudakis", "Evangelos", "" ], [ "Paliouras", "Georgios", "" ] ]
1802.04093
Subhash Kak
Subhash Kak
Reasoning in a Hierarchical System with Missing Group Size Information
9 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The paper analyzes the problem of judgments or preferences subsequent to initial analysis by autonomous agents in a hierarchical system where the higher level agents does not have access to group size information. We propose methods that reduce instances of preference reversal of the kind encountered in Simpson's paradox.
[ { "version": "v1", "created": "Wed, 7 Feb 2018 23:08:31 GMT" } ]
1,518,480,000,000
[ [ "Kak", "Subhash", "" ] ]
1802.04095
Tevfik Bulut Industry and Technology Specialist
Tevfik Bulut
A New Multi Criteria Decision Making Method: Approach of Logarithmic Concept (APLOCO)
19 pages
International Journal of Artificial Intelligence and Applications (IJAIA), Vol.9, No.1, January 2018. p.15-33
10.5121/ijaia.2018.9102
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The primary aim of the study is to introduce APLOCO method which is developed for the solution of multicriteria decision making problems both theoretically and practically. In this context, application subject of APLACO constitutes evaluation of investment potential of different cities in metropolitan status in Turkey. The secondary purpose of the study is to identify the independent variables affecting the factories in the operating phase and to estimate the effect levels of independent variables on the dependent variable in the organized industrial zones (OIZs), whose mission is to reduce regional development disparities and to mobilize local production dynamics. For this purpose, the effect levels of independent variables on dependent variables have been determined using the multilayer perceptron (MLP) method, which has a wide use in artificial neural networks (ANNs). The effect levels derived from MLP have been then used as the weight levels of the decision criteria in APLOCO. The independent variables included in MLP are also used as the decision criteria in APLOCO. According to the results obtained from APLOCO, Istanbul city is the best alternative in term of the investment potential and other alternatives are Manisa, Denizli, Izmir, Kocaeli, Bursa, Ankara, Adana, and Antalya, respectively. Although APLOCO is used to solve the ranking problem in order to show application process in the paper, it can be employed easily in the solution of classification and selection problems. On the other hand, the study also shows a rare example of the nested usage of APLOCO which is one of the methods of operation research as well as MLP used in determination of weights.
[ { "version": "v1", "created": "Thu, 8 Feb 2018 20:19:34 GMT" } ]
1,518,480,000,000
[ [ "Bulut", "Tevfik", "" ] ]
1802.04451
Tshilidzi Marwala
Tshilidzi Marwala and Bo Xing
Blockchain and Artificial Intelligence
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
It is undeniable that artificial intelligence (AI) and blockchain concepts are spreading at a phenomenal rate. Both technologies have distinct degree of technological complexity and multi-dimensional business implications. However, a common misunderstanding about blockchain concept, in particular, is that blockchain is decentralized and is not controlled by anyone. But the underlying development of a blockchain system is still attributed to a cluster of core developers. Take smart contract as an example, it is essentially a collection of codes (or functions) and data (or states) that are programmed and deployed on a blockchain (say, Ethereum) by different human programmers. It is thus, unfortunately, less likely to be free of loopholes and flaws. In this article, through a brief overview about how artificial intelligence could be used to deliver bug-free smart contract so as to achieve the goal of blockchain 2.0, we to emphasize that the blockchain implementation can be assisted or enhanced via various AI techniques. The alliance of AI and blockchain is expected to create numerous possibilities.
[ { "version": "v1", "created": "Tue, 13 Feb 2018 03:10:59 GMT" }, { "version": "v2", "created": "Tue, 23 Oct 2018 15:43:32 GMT" } ]
1,540,339,200,000
[ [ "Marwala", "Tshilidzi", "" ], [ "Xing", "Bo", "" ] ]
1802.04520
Max Ferguson
M Ferguson, K. H. Law
Learning Robust and Adaptive Real-World Continuous Control Using Simulation and Transfer Learning
The paper has several technical errors. Rather than correct these errors we have chosen to significantly reformulate the work
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We use model-free reinforcement learning, extensive simulation, and transfer learning to develop a continuous control algorithm that has good zero-shot performance in a real physical environment. We train a simulated agent to act optimally across a set of similar environments, each with dynamics drawn from a prior distribution. We propose that the agent is able to adjust its actions almost immediately, based on small set of observations. This robust and adaptive behavior is enabled by using a policy gradient algorithm with an Long Short Term Memory (LSTM) function approximation. Finally, we train an agent to navigate a two-dimensional environment with uncertain dynamics and noisy observations. We demonstrate that this agent has good zero-shot performance in a real physical environment. Our preliminary results indicate that the agent is able to infer the environmental dynamics after only a few timesteps, and adjust its actions accordingly.
[ { "version": "v1", "created": "Tue, 13 Feb 2018 09:23:14 GMT" }, { "version": "v2", "created": "Thu, 8 Mar 2018 07:43:44 GMT" } ]
1,520,553,600,000
[ [ "Ferguson", "M", "" ], [ "Law", "K. H.", "" ] ]
1802.04592
Ling Pan
Ling Pan and Qingpeng Cai and Zhixuan Fang and Pingzhong Tang and Longbo Huang
A Deep Reinforcement Learning Framework for Rebalancing Dockless Bike Sharing Systems
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Bike sharing provides an environment-friendly way for traveling and is booming all over the world. Yet, due to the high similarity of user travel patterns, the bike imbalance problem constantly occurs, especially for dockless bike sharing systems, causing significant impact on service quality and company revenue. Thus, it has become a critical task for bike sharing systems to resolve such imbalance efficiently. In this paper, we propose a novel deep reinforcement learning framework for incentivizing users to rebalance such systems. We model the problem as a Markov decision process and take both spatial and temporal features into consideration. We develop a novel deep reinforcement learning algorithm called Hierarchical Reinforcement Pricing (HRP), which builds upon the Deep Deterministic Policy Gradient algorithm. Different from existing methods that often ignore spatial information and rely heavily on accurate prediction, HRP captures both spatial and temporal dependencies using a divide-and-conquer structure with an embedded localized module. We conduct extensive experiments to evaluate HRP, based on a dataset from Mobike, a major Chinese dockless bike sharing company. Results show that HRP performs close to the 24-timeslot look-ahead optimization, and outperforms state-of-the-art methods in both service level and bike distribution. It also transfers well when applied to unseen areas.
[ { "version": "v1", "created": "Tue, 13 Feb 2018 12:43:03 GMT" }, { "version": "v2", "created": "Mon, 21 May 2018 02:42:48 GMT" }, { "version": "v3", "created": "Mon, 10 Sep 2018 15:57:01 GMT" }, { "version": "v4", "created": "Sun, 2 Dec 2018 05:02:51 GMT" } ]
1,543,881,600,000
[ [ "Pan", "Ling", "" ], [ "Cai", "Qingpeng", "" ], [ "Fang", "Zhixuan", "" ], [ "Tang", "Pingzhong", "" ], [ "Huang", "Longbo", "" ] ]
1802.04818
Peter Clark
Peter Clark
Story Generation and Aviation Incident Representation
null
null
null
Working Note 14 (1999)
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This working note discusses the topic of story generation, with a view to identifying the knowledge required to understand aviation incident narratives (which have structural similarities to stories), following the premise that to understand aviation incidents, one should at least be able to generate examples of them. We give a brief overview of aviation incidents and their relation to stories, and then describe two of our earlier attempts (using `scripts' and `story grammars') at incident generation which did not evolve promisingly. Following this, we describe a simple incident generator which did work (at a `toy' level), using a `world simulation' approach. This generator is based on Meehan's TALE-SPIN story generator (1977). We conclude with a critique of the approach.
[ { "version": "v1", "created": "Tue, 13 Feb 2018 19:03:21 GMT" } ]
1,518,652,800,000
[ [ "Clark", "Peter", "" ] ]
1802.05142
Ram\'on Pino P\'erez
Isabelle Bloch, J\'er\^ome Lang, Ram\'on Pino P\'erez, Carlos Uzc\'ategui
Morphologic for knowledge dynamics: revision, fusion, abduction
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Several tasks in artificial intelligence require to be able to find models about knowledge dynamics. They include belief revision, fusion and belief merging, and abduction. In this paper we exploit the algebraic framework of mathematical morphology in the context of propositional logic, and define operations such as dilation or erosion of a set of formulas. We derive concrete operators, based on a semantic approach, that have an intuitive interpretation and that are formally well behaved, to perform revision, fusion and abduction. Computation and tractability are addressed, and simple examples illustrate the typical results that can be obtained.
[ { "version": "v1", "created": "Wed, 14 Feb 2018 15:08:06 GMT" } ]
1,518,652,800,000
[ [ "Bloch", "Isabelle", "" ], [ "Lang", "Jérôme", "" ], [ "Pérez", "Ramón Pino", "" ], [ "Uzcátegui", "Carlos", "" ] ]
1802.05219
Michael Green
Gabriella A. B. Barros, Michael Cerny Green, Antonios Liapis, and Julian Togelius
Who Killed Albert Einstein? From Open Data to Murder Mystery Games
11 pages, 6 figures, 2 tables
10.1109/TG.2018.2806190
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents a framework for generating adventure games from open data. Focusing on the murder mystery type of adventure games, the generator is able to transform open data from Wikipedia articles, OpenStreetMap and images from Wikimedia Commons into WikiMysteries. Every WikiMystery game revolves around the murder of a person with a Wikipedia article and populates the game with suspects who must be arrested by the player if guilty of the murder or absolved if innocent. Starting from only one person as the victim, an extensive generative pipeline finds suspects, their alibis, and paths connecting them from open data, transforms open data into cities, buildings, non-player characters, locks and keys and dialog options. The paper describes in detail each generative step, provides a specific playthrough of one WikiMystery where Albert Einstein is murdered, and evaluates the outcomes of games generated for the 100 most influential people of the 20th century.
[ { "version": "v1", "created": "Wed, 14 Feb 2018 17:17:54 GMT" } ]
1,519,084,800,000
[ [ "Barros", "Gabriella A. B.", "" ], [ "Green", "Michael Cerny", "" ], [ "Liapis", "Antonios", "" ], [ "Togelius", "Julian", "" ] ]
1802.05340
Fei Wang
Fei Wang, Tiark Rompf
From Gameplay to Symbolic Reasoning: Learning SAT Solver Heuristics in the Style of Alpha(Go) Zero
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Despite the recent successes of deep neural networks in various fields such as image and speech recognition, natural language processing, and reinforcement learning, we still face big challenges in bringing the power of numeric optimization to symbolic reasoning. Researchers have proposed different avenues such as neural machine translation for proof synthesis, vectorization of symbols and expressions for representing symbolic patterns, and coupling of neural back-ends for dimensionality reduction with symbolic front-ends for decision making. However, these initial explorations are still only point solutions, and bear other shortcomings such as lack of correctness guarantees. In this paper, we present our approach of casting symbolic reasoning as games, and directly harnessing the power of deep reinforcement learning in the style of Alpha(Go) Zero on symbolic problems. Using the Boolean Satisfiability (SAT) problem as showcase, we demonstrate the feasibility of our method, and the advantages of modularity, efficiency, and correctness guarantees.
[ { "version": "v1", "created": "Wed, 14 Feb 2018 22:25:47 GMT" } ]
1,518,739,200,000
[ [ "Wang", "Fei", "" ], [ "Rompf", "Tiark", "" ] ]
1802.05639
Alessandro Antonucci
Sabina Marchetti and Alessandro Antonucci
Reliable Uncertain Evidence Modeling in Bayesian Networks by Credal Networks
19 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A reliable modeling of uncertain evidence in Bayesian networks based on a set-valued quantification is proposed. Both soft and virtual evidences are considered. We show that evidence propagation in this setup can be reduced to standard updating in an augmented credal network, equivalent to a set of consistent Bayesian networks. A characterization of the computational complexity for this task is derived together with an efficient exact procedure for a subclass of instances. In the case of multiple uncertain evidences over the same variable, the proposed procedure can provide a set-valued version of the geometric approach to opinion pooling.
[ { "version": "v1", "created": "Thu, 15 Feb 2018 16:25:47 GMT" } ]
1,518,739,200,000
[ [ "Marchetti", "Sabina", "" ], [ "Antonucci", "Alessandro", "" ] ]
1802.05835
Siddharth Srivastava
Siddharth Srivastava, Nishant Desai, Richard Freedman, Shlomo Zilberstein
An Anytime Algorithm for Task and Motion MDPs
7 pages, 4 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Integrated task and motion planning has emerged as a challenging problem in sequential decision making, where a robot needs to compute high-level strategy and low-level motion plans for solving complex tasks. While high-level strategies require decision making over longer time-horizons and scales, their feasibility depends on low-level constraints based upon the geometries and continuous dynamics of the environment. The hybrid nature of this problem makes it difficult to scale; most existing approaches focus on deterministic, fully observable scenarios. We present a new approach where the high-level decision problem occurs in a stochastic setting and can be modeled as a Markov decision process. In contrast to prior efforts, we show that complete MDP policies, or contingent behaviors, can be computed effectively in an anytime fashion. Our algorithm continuously improves the quality of the solution and is guaranteed to be probabilistically complete. We evaluate the performance of our approach on a challenging, realistic test problem: autonomous aircraft inspection. Our results show that we can effectively compute consistent task and motion policies for the most likely execution-time outcomes using only a fraction of the computation required to develop the complete task and motion policy.
[ { "version": "v1", "created": "Fri, 16 Feb 2018 04:52:58 GMT" } ]
1,518,998,400,000
[ [ "Srivastava", "Siddharth", "" ], [ "Desai", "Nishant", "" ], [ "Freedman", "Richard", "" ], [ "Zilberstein", "Shlomo", "" ] ]
1802.05875
Zolt\'an Kov\'acs
Zolt\'an Kov\'acs, Tom\'as Recio, M. Pilar V\'elez
Detecting truth, just on parts
18 pages, 5 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We introduce and discuss, through a computational algebraic geometry approach, the automatic reasoning handling of propositions that are simultaneously true and false over some relevant collections of instances. A rigorous, algorithmic criterion is presented for detecting such cases, and its performance is exemplified through the implementation of this test on the dynamic geometry program GeoGebra.
[ { "version": "v1", "created": "Fri, 16 Feb 2018 09:24:29 GMT" }, { "version": "v2", "created": "Mon, 26 Mar 2018 19:45:41 GMT" } ]
1,522,195,200,000
[ [ "Kovács", "Zoltán", "" ], [ "Recio", "Tomás", "" ], [ "Vélez", "M. Pilar", "" ] ]
1802.05944
Hui Wang
Hui Wang, Michael Emmerich, Aske Plaat
Monte Carlo Q-learning for General Game Playing
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
After the recent groundbreaking results of AlphaGo, we have seen a strong interest in reinforcement learning in game playing. General Game Playing (GGP) provides a good testbed for reinforcement learning. In GGP, a specification of games rules is given. GGP problems can be solved by reinforcement learning. Q-learning is one of the canonical reinforcement learning methods, and has been used by (Banerjee & Stone, IJCAI 2007) in GGP. In this paper we implement Q-learning in GGP for three small-board games (Tic-Tac-Toe, Connect Four, Hex), to allow comparison to Banerjee et al. As expected, Q-learning converges, although much slower than MCTS. Borrowing an idea from MCTS, we enhance Q-learning with Monte Carlo Search, to give QM-learning. This enhancement improves the performance of pure Q-learning. We believe that QM-learning can also be used to improve performance of reinforcement learning further for larger games, something which we will test in future work.
[ { "version": "v1", "created": "Fri, 16 Feb 2018 14:18:46 GMT" }, { "version": "v2", "created": "Mon, 21 May 2018 16:16:27 GMT" } ]
1,526,947,200,000
[ [ "Wang", "Hui", "" ], [ "Emmerich", "Michael", "" ], [ "Plaat", "Aske", "" ] ]
1802.06068
Peter Kokol PhD
Peter Kokol, Jernej Zavr\v{s}nik, Helena Bla\v{z}un Vo\v{s}ner
Artificial intelligence and pediatrics: A synthetic mini review
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
The use of artificial intelligence intelligencein medicine can be traced back to 1968 when Paycha published his paper Le diagnostic a l'aide d'intelligences artificielle, presentation de la premiere machine diagnostri. Few years later Shortliffe et al. presented an expert system named Mycin which was able to identify bacteria causing severe blood infections and to recommend antibiotics. Despite the fact that Mycin outperformed members of the Stanford medical school in the reliability of diagnosis it was never used in practice due to a legal issue who do you sue if it gives a wrong diagnosis?. However only in 2016 when the artificial intelligence software built into the IBM Watson AI platform correctly diagnosed and proposed an effective treatment for a 60-year-old womans rare form of leukemia the AI use in medicine become really popular.On of first papers presenting the use of AI in paediatrics was published in 1984. The paper introduced a computer-assisted medical decision making system called SHELP.
[ { "version": "v1", "created": "Fri, 16 Feb 2018 18:51:27 GMT" } ]
1,518,998,400,000
[ [ "Kokol", "Peter", "" ], [ "Završnik", "Jernej", "" ], [ "Vošner", "Helena Blažun", "" ] ]
1802.06137
Anagha Kulkarni
Anagha Kulkarni, Siddharth Srivastava and Subbarao Kambhampati
A Unified Framework for Planning in Adversarial and Cooperative Environments
8 pages, 2 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Users of AI systems may rely upon them to produce plans for achieving desired objectives. Such AI systems should be able to compute obfuscated plans whose execution in adversarial situations protects privacy, as well as legible plans which are easy for team members to understand in cooperative situations. We develop a unified framework that addresses these dual problems by computing plans with a desired level of comprehensibility from the point of view of a partially informed observer. For adversarial settings, our approach produces obfuscated plans with observations that are consistent with at least k goals from a set of decoy goals. By slightly varying our framework, we present an approach for goal legibility in cooperative settings which produces plans that achieve a goal while being consistent with at most j goals from a set of confounding goals. In addition, we show how the observability of the observer can be controlled to either obfuscate or clarify the next actions in a plan when the goal is known to the observer. We present theoretical results on the complexity analysis of our problems. We demonstrate the execution of obfuscated and legible plans in a cooking domain using a physical robot Fetch. We also provide an empirical evaluation to show the feasibility and usefulness of our approaches using IPC domains.
[ { "version": "v1", "created": "Fri, 16 Feb 2018 21:53:59 GMT" }, { "version": "v2", "created": "Tue, 20 Feb 2018 04:51:37 GMT" }, { "version": "v3", "created": "Thu, 26 Jul 2018 04:28:41 GMT" } ]
1,532,649,600,000
[ [ "Kulkarni", "Anagha", "" ], [ "Srivastava", "Siddharth", "" ], [ "Kambhampati", "Subbarao", "" ] ]
1802.06215
Panpan Cai
Panpan Cai, Yuanfu Luo, David Hsu and Wee Sun Lee
HyP-DESPOT: A Hybrid Parallel Algorithm for Online Planning under Uncertainty
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Planning under uncertainty is critical for robust robot performance in uncertain, dynamic environments, but it incurs high computational cost. State-of-the-art online search algorithms, such as DESPOT, have vastly improved the computational efficiency of planning under uncertainty and made it a valuable tool for robotics in practice. This work takes one step further by leveraging both CPU and GPU parallelization in order to achieve near real-time online planning performance for complex tasks with large state, action, and observation spaces. Specifically, we propose Hybrid Parallel DESPOT (HyP-DESPOT), a massively parallel online planning algorithm that integrates CPU and GPU parallelism in a multi-level scheme. It performs parallel DESPOT tree search by simultaneously traversing multiple independent paths using multi-core CPUs and performs parallel Monte-Carlo simulations at the leaf nodes of the search tree using GPUs. Experimental results show that HyP-DESPOT speeds up online planning by up to several hundred times, compared with the original DESPOT algorithm, in several challenging robotic tasks in simulation.
[ { "version": "v1", "created": "Sat, 17 Feb 2018 08:59:56 GMT" } ]
1,519,084,800,000
[ [ "Cai", "Panpan", "" ], [ "Luo", "Yuanfu", "" ], [ "Hsu", "David", "" ], [ "Lee", "Wee Sun", "" ] ]
1802.06318
Matheus Nohra Haddad
Matheus Nohra Haddad, Rafael Martinelli, Thibaut Vidal, Luiz Satoru Ochi, Simone Martins, Marcone Jamilson Freitas Souza, Richard Hartl
Large Neighborhood-Based Metaheuristic and Branch-and-Price for the Pickup and Delivery Problem with Split Loads
37 pages, 4 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We consider the multi-vehicle one-to-one pickup and delivery problem with split loads, a NP-hard problem linked with a variety of applications for bulk product transportation, bike-sharing systems and inventory re-balancing. This problem is notoriously difficult due to the interaction of two challenging vehicle routing attributes, "pickups and deliveries" and "split deliveries". This possibly leads to optimal solutions of a size that grows exponentially with the instance size, containing multiple visits per customer pair, even in the same route. To solve this problem, we propose an iterated local search metaheuristic as well as a branch-and-price algorithm. The core of the metaheuristic consists of a new large neighborhood search, which reduces the problem of finding the best insertion combination of a pickup and delivery pair into a route (with possible splits) to a resource-constrained shortest path and knapsack problem. Similarly, the branch-and-price algorithm uses sophisticated labeling techniques, route relaxations, pre-processing and branching rules for an efficient resolution. Our computational experiments on classical single-vehicle instances demonstrate the excellent performance of the metaheuristic, which produces new best known solutions for 92 out of 93 test instances, and outperforms all previous algorithms. Experimental results on new multi-vehicle instances with distance constraints are also reported. The branch-and-price algorithm produces optimal solutions for instances with up to 20 pickup-and-delivery pairs, and very accurate solutions are found by the metaheuristic.
[ { "version": "v1", "created": "Sun, 18 Feb 2018 02:09:20 GMT" } ]
1,519,084,800,000
[ [ "Haddad", "Matheus Nohra", "" ], [ "Martinelli", "Rafael", "" ], [ "Vidal", "Thibaut", "" ], [ "Ochi", "Luiz Satoru", "" ], [ "Martins", "Simone", "" ], [ "Souza", "Marcone Jamilson Freitas", "" ], [ "Hartl", "Richard", "" ] ]
1802.06588
Rodrigo Marcos
Rodrigo Marcos, Oliva Garc\'ia-Cant\'u, Ricardo Herranz
A Machine Learning Approach to Air Traffic Route Choice Modelling
Submitted for review to Transportation Research Part C: Emerging Technologies
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Air Traffic Flow and Capacity Management (ATFCM) is one of the constituent parts of Air Traffic Management (ATM). The goal of ATFCM is to make airport and airspace capacity meet traffic demand and, when capacity opportunities are exhausted, optimise traffic flows to meet the available capacity. One of the key enablers of ATFCM is the accurate estimation of future traffic demand. The available information (schedules, flight plans, etc.) and its associated level of uncertainty differ across the different ATFCM planning phases, leading to qualitative differences between the types of forecasting that are feasible at each time horizon. While abundant research has been conducted on tactical trajectory prediction (i.e., during the day of operations), trajectory prediction in the pre-tactical phase, when few or no flight plans are available, has received much less attention. As a consequence, the methods currently in use for pre-tactical traffic forecast are still rather rudimentary, often resulting in suboptimal ATFCM decision making. This paper proposes a machine learning approach for the prediction of airlines route choices between two airports as a function of route characteristics, such as flight efficiency, air navigation charges and expected level of congestion. Different predictive models based on multinomial logistic regression and decision trees are formulated and calibrated with historical traffic data, and a critical evaluation of each model is conducted. We analyse the predictive power of each model in terms of its ability to forecast traffic volumes at the level of charging zones, proving significant potential to enhance pre-tactical traffic forecast. We conclude by discussing the limitations and room for improvement of the proposed approach, as well as the future developments required to produce reliable traffic forecasts at a higher spatial and temporal resolution.
[ { "version": "v1", "created": "Mon, 19 Feb 2018 11:25:18 GMT" }, { "version": "v2", "created": "Tue, 20 Feb 2018 07:51:14 GMT" } ]
1,519,171,200,000
[ [ "Marcos", "Rodrigo", "" ], [ "García-Cantú", "Oliva", "" ], [ "Herranz", "Ricardo", "" ] ]
1802.06604
Garrett Andersen
Garrett Andersen, Peter Vrancx, Haitham Bou-Ammar
Learning High-level Representations from Demonstrations
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Hierarchical learning (HL) is key to solving complex sequential decision problems with long horizons and sparse rewards. It allows learning agents to break-up large problems into smaller, more manageable subtasks. A common approach to HL, is to provide the agent with a number of high-level skills that solve small parts of the overall problem. A major open question, however, is how to identify a suitable set of reusable skills. We propose a principled approach that uses human demonstrations to infer a set of subgoals based on changes in the demonstration dynamics. Using these subgoals, we decompose the learning problem into an abstract high-level representation and a set of low-level subtasks. The abstract description captures the overall problem structure, while subtasks capture desired skills. We demonstrate that we can jointly optimize over both levels of learning. We show that the resulting method significantly outperforms previous baselines on two challenging problems: the Atari 2600 game Montezuma's Revenge, and a simulated robotics problem moving the ant robot through a maze.
[ { "version": "v1", "created": "Mon, 19 Feb 2018 12:11:16 GMT" }, { "version": "v2", "created": "Tue, 20 Feb 2018 10:09:48 GMT" }, { "version": "v3", "created": "Wed, 28 Feb 2018 17:06:59 GMT" } ]
1,519,862,400,000
[ [ "Andersen", "Garrett", "" ], [ "Vrancx", "Peter", "" ], [ "Bou-Ammar", "Haitham", "" ] ]
1802.06698
Patrick Bl\"obaum
Patrick Bl\"obaum, Dominik Janzing, Takashi Washio, Shohei Shimizu, Bernhard Sch\"olkopf
Analysis of cause-effect inference by comparing regression errors
This is an extended version of the AISTATS 2018 paper
PeerJ, 2019
10.7717/peerj-cs.169
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We address the problem of inferring the causal direction between two variables by comparing the least-squares errors of the predictions in both possible directions. Under the assumption of an independence between the function relating cause and effect, the conditional noise distribution, and the distribution of the cause, we show that the errors are smaller in causal direction if both variables are equally scaled and the causal relation is close to deterministic. Based on this, we provide an easily applicable algorithm that only requires a regression in both possible causal directions and a comparison of the errors. The performance of the algorithm is compared with various related causal inference methods in different artificial and real-world data sets.
[ { "version": "v1", "created": "Mon, 19 Feb 2018 16:50:05 GMT" }, { "version": "v2", "created": "Thu, 24 Jan 2019 18:21:20 GMT" } ]
1,548,374,400,000
[ [ "Blöbaum", "Patrick", "" ], [ "Janzing", "Dominik", "" ], [ "Washio", "Takashi", "" ], [ "Shimizu", "Shohei", "" ], [ "Schölkopf", "Bernhard", "" ] ]
1802.06767
Kyrylo Malakhov
A. V. Palagin, N.G. Petrenko, V.Yu. Velychko, K.S. Malakhov
The problem of the development ontology-driven architecture of intellectual software systems
in Russian; "Bibliography" section updated for correct identification of references by the Google Scholar parser software; 6 pages; 6 figures
Visnik of the Volodymyr Dahl East ukrainian national university 13 (2011) 179-184 Luhansk
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The paper describes the architecture of the intelligence system for automated design of ontological knowledge bases of domain areas and the software model of the management GUI (Graphical User Interface) subsystem
[ { "version": "v1", "created": "Sat, 17 Feb 2018 10:24:01 GMT" }, { "version": "v2", "created": "Thu, 22 Feb 2018 12:57:27 GMT" } ]
1,519,344,000,000
[ [ "Palagin", "A. V.", "" ], [ "Petrenko", "N. G.", "" ], [ "Velychko", "V. Yu.", "" ], [ "Malakhov", "K. S.", "" ] ]
1802.06768
Kyrylo Malakhov
O. V. Palagin, K. S. Malakhov, V. Yu. Velichko, O. S. Shurov
Design and software implementation of subsystems for creating and using the ontological base of a research scientist
in Ukrainian; updated "Bibliography" section for correct identification of references by the Google Scholar parser software; 11 pages; 1 figure
Problems in programming 2 (2017) 72-81
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Creation of the information systems and tools for scientific research and development support has always been one of the central directions of the development of computer science. The main features of the modern evolution of scientific research and development are the transdisciplinary approach and the deep intellectualisation of all stages of the life cycle of formulation and solution of scientific problems. The theoretical and practical aspects of the development of perspective complex knowledge-oriented information systems and their components are considered in the paper. The analysis of existing scientific information systems (or current research information systems, CRIS) and synthesis of general principles of design of the research and development workstation environment of a researcher and its components are carried out in the work. The functional components of knowledge-oriented information system research and development workstation environment of a researcher are designed. Designed and developed functional components of knowledge-oriented information system developing research and development workstation environment,including functional models and software implementation of the software subsystem for creation and use of ontological knowledge base for research fellow publications, as part of personalized knowledge base of scientific researcher. Research in modern conditions of e-Science paradigm requires pooling scientific community and intensive exchange of research results that may be achieved through the use of scientific information systems. research and development workstation environment allows to solve problems of contructivisation and formalisation of knowledge representation, obtained during the research process and collective accomplices interaction.
[ { "version": "v1", "created": "Sat, 17 Feb 2018 10:46:22 GMT" }, { "version": "v2", "created": "Wed, 21 Feb 2018 11:58:09 GMT" } ]
1,519,257,600,000
[ [ "Palagin", "O. V.", "" ], [ "Malakhov", "K. S.", "" ], [ "Velichko", "V. Yu.", "" ], [ "Shurov", "O. S.", "" ] ]
1802.06769
Kyrylo Malakhov
A. V. Palagin, N. G. Petrenko, K. S. Malakhov
Technique for designing a domain ontology
in Russian
Computer means, networks and systems 10 (2011) 5-12
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The article describes the technique for designing a domain ontology, shows the flowchart of algorithm design and example of constructing a fragment of the ontology of the subject area of Computer Science is considered.
[ { "version": "v1", "created": "Sat, 17 Feb 2018 10:58:59 GMT" } ]
1,519,171,200,000
[ [ "Palagin", "A. V.", "" ], [ "Petrenko", "N. G.", "" ], [ "Malakhov", "K. S.", "" ] ]
1802.06821
Kyrylo Malakhov
V. Yu. Velychko, K. S. Malakhov, V. V. Semenkov, A. E. Strizhak
Integrated Tools for Engineering Ontologies
in Russian
Information Models and Analyses 3 (4) (2014) 336-361
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The article presents an overview of current specialized ontology engineering tools, as well as texts' annotation tools based on ontologies. The main functions and features of these tools, their advantages and disadvantages are discussed. A systematic comparative analysis of means for engineering ontologies is presented.
[ { "version": "v1", "created": "Mon, 19 Feb 2018 19:35:14 GMT" } ]
1,519,171,200,000
[ [ "Velychko", "V. Yu.", "" ], [ "Malakhov", "K. S.", "" ], [ "Semenkov", "V. V.", "" ], [ "Strizhak", "A. E.", "" ] ]
1802.06829
Kyrylo Malakhov
A. V. Palagin, N. G. Petrenko, V. Yu. Velychko, K. S. Malakhov, O. V. Karun
Principles of design and software development models of ontological-driven computer systems
in Russian
Problems of Informatization and Management Vol 2 No 34 (2011) 96-101
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper describes the design principles of methodology of knowledge-oriented information systems based on ontological approach. Such systems implement technology subject-oriented extraction of knowledge from the set of natural language texts and their formal and logical presentation and application processing
[ { "version": "v1", "created": "Tue, 13 Feb 2018 10:20:44 GMT" } ]
1,519,171,200,000
[ [ "Palagin", "A. V.", "" ], [ "Petrenko", "N. G.", "" ], [ "Velychko", "V. Yu.", "" ], [ "Malakhov", "K. S.", "" ], [ "Karun", "O. V.", "" ] ]
1802.06866
Ismail Kayali
Ismail Kayali
Expert System for Diagnosis of Chest Diseases Using Neural Networks
8 Pages
null
null
null
cs.AI
http://creativecommons.org/publicdomain/zero/1.0/
This article represents one of the contemporary trends in the application of the latest methods of information and communication technology for medicine through an expert system helps the doctor to diagnose some chest diseases which is important because of the frequent spread of chest diseases nowadays in addition to the overlap symptoms of these diseases, which is difficult to right diagnose by doctors with several algorithms: Forward Chaining, Backward Chaining, Neural Network(Back Propagation). However, this system cannot replace the doctor function, but it can help the doctor to avoid wrong diagnosis and treatments. It can also be developed in such a way to help the novice doctors.
[ { "version": "v1", "created": "Mon, 19 Feb 2018 21:41:32 GMT" } ]
1,519,171,200,000
[ [ "Kayali", "Ismail", "" ] ]
1802.06881
Michael Green
Christoffer Holmg{\aa}rd, Michael Cerny Green, Antonios Liapis, and Julian Togelius
Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics
10 pages, 6 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory, procedural personas are implemented using a variation of Monte Carlo Tree Search (MCTS) where the node selection criteria are developed using evolutionary computation, replacing the standard UCB1 criterion of MCTS. Using these personas we demonstrate how generative player models can be applied to a varied corpus of game levels and demonstrate how different play styles can be enacted in each level. In short, we use artificially intelligent personas to construct synthetic playtesters. The proposed approach could be used as a tool for automatic play testing when human feedback is not readily available or when quick visualization of potential interactions is necessary. Possible applications include interactive tools during game development or procedural content generation systems where many evaluations must be conducted within a short time span.
[ { "version": "v1", "created": "Mon, 19 Feb 2018 22:13:20 GMT" } ]
1,519,171,200,000
[ [ "Holmgård", "Christoffer", "" ], [ "Green", "Michael Cerny", "" ], [ "Liapis", "Antonios", "" ], [ "Togelius", "Julian", "" ] ]
1802.06888
Ignacio Viglizzo
Fernando Tohm\'e and Ignacio Viglizzo
Superrational types
null
null
10.1093/jigpal/jzz007
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present a formal analysis of Douglas Hofstadter's concept of \emph{superrationality}. We start by defining superrationally justifiable actions, and study them in symmetric games. We then model the beliefs of the players, in a way that leads them to different choices than the usual assumption of rationality by restricting the range of conceivable choices. These beliefs are captured in the formal notion of \emph{type} drawn from epistemic game theory. The theory of coalgebras is used to frame type spaces and to account for the existence of some of them. We find conditions that guarantee superrational outcomes.
[ { "version": "v1", "created": "Fri, 5 Jan 2018 15:44:38 GMT" } ]
1,616,112,000,000
[ [ "Tohmé", "Fernando", "" ], [ "Viglizzo", "Ignacio", "" ] ]
1802.06895
Sarath Sreedharan
Sarath Sreedharan, Siddharth Srivastava, Subbarao Kambhampati
Hierarchical Expertise-Level Modeling for User Specific Robot-Behavior Explanations
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
There is a growing interest within the AI research community to develop autonomous systems capable of explaining their behavior to users. One aspect of the explanation generation problem that has yet to receive much attention is the task of explaining plans to users whose level of expertise differ from that of the explainer. We propose an approach for addressing this problem by representing the user's model as an abstraction of the domain model that the planner uses. We present algorithms for generating minimal explanations in cases where this abstract human model is not known. We reduce the problem of generating explanation to a search over the space of abstract models and investigate possible greedy approximations for minimal explanations. We also empirically show that our approach can efficiently compute explanations for a variety of problems.
[ { "version": "v1", "created": "Mon, 19 Feb 2018 22:35:13 GMT" } ]
1,519,171,200,000
[ [ "Sreedharan", "Sarath", "" ], [ "Srivastava", "Siddharth", "" ], [ "Kambhampati", "Subbarao", "" ] ]
1802.06940
Alexander Semenov
Irina Gribanova and Alexander Semenov
Using Automatic Generation of Relaxation Constraints to Improve the Preimage Attack on 39-step MD4
This paper was submitted to MIPRO 2018 as a conference paper
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper we construct preimage attack on the truncated variant of the MD4 hash function. Specifically, we study the MD4-39 function defined by the first 39 steps of the MD4 algorithm. We suggest a new attack on MD4-39, which develops the ideas proposed by H. Dobbertin in 1998. Namely, the special relaxation constraints are introduced in order to simplify the equations corresponding to the problem of finding a preimage for an arbitrary MD4-39 hash value. The equations supplemented with the relaxation constraints are then reduced to the Boolean Satisfiability Problem (SAT) and solved using the state-of-the-art SAT solvers. We show that the effectiveness of a set of relaxation constraints can be evaluated using the black-box function of a special kind. Thus, we suggest automatic method of relaxation constraints generation by applying the black-box optimization to this function. The proposed method made it possible to find new relaxation constraints that contribute to a SAT-based preimage attack on MD4-39 which significantly outperforms the competition.
[ { "version": "v1", "created": "Tue, 20 Feb 2018 02:47:41 GMT" } ]
1,570,406,400,000
[ [ "Gribanova", "Irina", "" ], [ "Semenov", "Alexander", "" ] ]
1802.07489
Sylwia Polberg
Anthony Hunter, Sylwia Polberg, Matthias Thimm
Epistemic Graphs for Representing and Reasoning with Positive and Negative Influences of Arguments
null
null
10.1016/j.artint.2020.103236
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper introduces epistemic graphs as a generalization of the epistemic approach to probabilistic argumentation. In these graphs, an argument can be believed or disbelieved up to a given degree, thus providing a more fine--grained alternative to the standard Dung's approaches when it comes to determining the status of a given argument. Furthermore, the flexibility of the epistemic approach allows us to both model the rationale behind the existing semantics as well as completely deviate from them when required. Epistemic graphs can model both attack and support as well as relations that are neither support nor attack. The way other arguments influence a given argument is expressed by the epistemic constraints that can restrict the belief we have in an argument with a varying degree of specificity. The fact that we can specify the rules under which arguments should be evaluated and we can include constraints between unrelated arguments permits the framework to be more context--sensitive. It also allows for better modelling of imperfect agents, which can be important in multi--agent applications.
[ { "version": "v1", "created": "Wed, 21 Feb 2018 10:05:49 GMT" }, { "version": "v2", "created": "Tue, 14 Jan 2020 11:45:14 GMT" } ]
1,579,046,400,000
[ [ "Hunter", "Anthony", "" ], [ "Polberg", "Sylwia", "" ], [ "Thimm", "Matthias", "" ] ]
1802.07740
Neil Rabinowitz
Neil C. Rabinowitz, Frank Perbet, H. Francis Song, Chiyuan Zhang, S.M. Ali Eslami, Matthew Botvinick
Machine Theory of Mind
21 pages, 15 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Theory of mind (ToM; Premack & Woodruff, 1978) broadly refers to humans' ability to represent the mental states of others, including their desires, beliefs, and intentions. We propose to train a machine to build such models too. We design a Theory of Mind neural network -- a ToMnet -- which uses meta-learning to build models of the agents it encounters, from observations of their behaviour alone. Through this process, it acquires a strong prior model for agents' behaviour, as well as the ability to bootstrap to richer predictions about agents' characteristics and mental states using only a small number of behavioural observations. We apply the ToMnet to agents behaving in simple gridworld environments, showing that it learns to model random, algorithmic, and deep reinforcement learning agents from varied populations, and that it passes classic ToM tasks such as the "Sally-Anne" test (Wimmer & Perner, 1983; Baron-Cohen et al., 1985) of recognising that others can hold false beliefs about the world. We argue that this system -- which autonomously learns how to model other agents in its world -- is an important step forward for developing multi-agent AI systems, for building intermediating technology for machine-human interaction, and for advancing the progress on interpretable AI.
[ { "version": "v1", "created": "Wed, 21 Feb 2018 19:00:10 GMT" }, { "version": "v2", "created": "Mon, 12 Mar 2018 21:37:03 GMT" } ]
1,520,985,600,000
[ [ "Rabinowitz", "Neil C.", "" ], [ "Perbet", "Frank", "" ], [ "Song", "H. Francis", "" ], [ "Zhang", "Chiyuan", "" ], [ "Eslami", "S. M. Ali", "" ], [ "Botvinick", "Matthew", "" ] ]
1802.07842
Hamid Maei
Hamid Reza Maei
Convergent Actor-Critic Algorithms Under Off-Policy Training and Function Approximation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present the first class of policy-gradient algorithms that work with both state-value and policy function-approximation, and are guaranteed to converge under off-policy training. Our solution targets problems in reinforcement learning where the action representation adds to the-curse-of-dimensionality; that is, with continuous or large action sets, thus making it infeasible to estimate state-action value functions (Q functions). Using state-value functions helps to lift the curse and as a result naturally turn our policy-gradient solution into classical Actor-Critic architecture whose Actor uses state-value function for the update. Our algorithms, Gradient Actor-Critic and Emphatic Actor-Critic, are derived based on the exact gradient of averaged state-value function objective and thus are guaranteed to converge to its optimal solution, while maintaining all the desirable properties of classical Actor-Critic methods with no additional hyper-parameters. To our knowledge, this is the first time that convergent off-policy learning methods have been extended to classical Actor-Critic methods with function approximation.
[ { "version": "v1", "created": "Wed, 21 Feb 2018 23:14:44 GMT" } ]
1,519,344,000,000
[ [ "Maei", "Hamid Reza", "" ] ]
1802.08201
Umberto Straccia
Giovanni Casini and Umberto Straccia and Thomas Meyer
A Polynomial Time Subsumption Algorithm for Nominal Safe $\mathcal{ELO}_\bot$ under Rational Closure
null
null
10.1016/j.ins.2018.09.037
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Description Logics (DLs) under Rational Closure (RC) is a well-known framework for non-monotonic reasoning in DLs. In this paper, we address the concept subsumption decision problem under RC for nominal safe $\mathcal{ELO}_\bot$, a notable and practically important DL representative of the OWL 2 profile OWL 2 EL. Our contribution here is to define a polynomial time subsumption procedure for nominal safe $\mathcal{ELO}_\bot$ under RC that relies entirely on a series of classical, monotonic $\mathcal{EL}_\bot$ subsumption tests. Therefore, any existing classical monotonic $\mathcal{EL}_\bot$ reasoner can be used as a black box to implement our method. We then also adapt the method to one of the known extensions of RC for DLs, namely Defeasible Inheritance-based DLs without losing the computational tractability.
[ { "version": "v1", "created": "Thu, 22 Feb 2018 17:54:00 GMT" }, { "version": "v2", "created": "Fri, 28 Sep 2018 06:34:08 GMT" } ]
1,538,352,000,000
[ [ "Casini", "Giovanni", "" ], [ "Straccia", "Umberto", "" ], [ "Meyer", "Thomas", "" ] ]
1802.08328
Carlo Taticchi
Stefano Bistarelli, Francesco Santini, Carlo Taticchi
On Looking for Local Expansion Invariants in Argumentation Semantics: a Preliminary Report
null
Proceedings of the Thirty-First International Florida Artificial Intelligence Research Society Conference, {FLAIRS} 2018, Melbourne, Florida, {USA.} May 21-23 2018. Pages 537--540
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We study invariant local expansion operators for conflict-free and admissible sets in Abstract Argumentation Frameworks (AFs). Such operators are directly applied on AFs, and are invariant with respect to a chosen "semantics" (that is w.r.t. each of the conflict free/admissible set of arguments). Accordingly, we derive a definition of robustness for AFs in terms of the number of times such operators can be applied without producing any change in the chosen semantics.
[ { "version": "v1", "created": "Thu, 22 Feb 2018 22:18:53 GMT" }, { "version": "v2", "created": "Mon, 30 Jul 2018 13:18:15 GMT" } ]
1,533,081,600,000
[ [ "Bistarelli", "Stefano", "" ], [ "Santini", "Francesco", "" ], [ "Taticchi", "Carlo", "" ] ]
1802.08365
Xun Yang
Di Wu, Xiujun Chen, Xun Yang, Hao Wang, Qing Tan, Xiaoxun Zhang, Jian Xu, Kun Gai
Budget Constrained Bidding by Model-free Reinforcement Learning in Display Advertising
In The 27th ACM International Conference on Information and Knowledge Management (CIKM 18), October 22-26, 2018, Torino, Italy. ACM, New York, NY, USA, 9 pages
null
10.1145/3269206.3271748
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Real-time bidding (RTB) is an important mechanism in online display advertising, where a proper bid for each page view plays an essential role for good marketing results. Budget constrained bidding is a typical scenario in RTB where the advertisers hope to maximize the total value of the winning impressions under a pre-set budget constraint. However, the optimal bidding strategy is hard to be derived due to the complexity and volatility of the auction environment. To address these challenges, in this paper, we formulate budget constrained bidding as a Markov Decision Process and propose a model-free reinforcement learning framework to resolve the optimization problem. Our analysis shows that the immediate reward from environment is misleading under a critical resource constraint. Therefore, we innovate a reward function design methodology for the reinforcement learning problems with constraints. Based on the new reward design, we employ a deep neural network to learn the appropriate reward so that the optimal policy can be learned effectively. Different from the prior model-based work, which suffers from the scalability problem, our framework is easy to be deployed in large-scale industrial applications. The experimental evaluations demonstrate the effectiveness of our framework on large-scale real datasets.
[ { "version": "v1", "created": "Fri, 23 Feb 2018 02:29:06 GMT" }, { "version": "v2", "created": "Mon, 26 Feb 2018 05:10:15 GMT" }, { "version": "v3", "created": "Tue, 7 Aug 2018 05:15:08 GMT" }, { "version": "v4", "created": "Wed, 8 Aug 2018 07:44:56 GMT" }, { "version": "v5", "created": "Fri, 7 Sep 2018 03:05:00 GMT" }, { "version": "v6", "created": "Tue, 23 Oct 2018 15:20:56 GMT" } ]
1,540,339,200,000
[ [ "Wu", "Di", "" ], [ "Chen", "Xiujun", "" ], [ "Yang", "Xun", "" ], [ "Wang", "Hao", "" ], [ "Tan", "Qing", "" ], [ "Zhang", "Xiaoxun", "" ], [ "Xu", "Jian", "" ], [ "Gai", "Kun", "" ] ]
1802.08445
Carlo Taticchi
Stefano Bistarelli, Alessandra Tappini, Carlo Taticchi
A Matrix Approach for Weighted Argumentation Frameworks: a Preliminary Report
null
A Matrix Approach for Weighted Argumentation Frameworks. FLAIRS Conference 2018: 507-512
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The assignment of weights to attacks in a classical Argumentation Framework allows to compute semantics by taking into account the different importance of each argument. We represent a Weighted Argumentation Framework by a non-binary matrix, and we characterize the basic extensions (such as w-admissible, w- stable, w-complete) by analysing sub-blocks of this matrix. Also, we show how to reduce the matrix into another one of smaller size, that is equivalent to the original one for the determination of extensions. Furthermore, we provide two algorithms that allow to build incrementally w-grounded and w-preferred extensions starting from a w-admissible extension.
[ { "version": "v1", "created": "Fri, 23 Feb 2018 09:00:09 GMT" } ]
1,538,611,200,000
[ [ "Bistarelli", "Stefano", "" ], [ "Tappini", "Alessandra", "" ], [ "Taticchi", "Carlo", "" ] ]
1802.08540
Suttinee Sawadsitang
Suttinee Sawadsitang, Rakpong Kaewpuang, Siwei Jiang, Dusit Niyato, Ping Wang
Optimal Stochastic Delivery Planning in Full-Truckload and Less-Than-Truckload Delivery
5 pages, 6 figures, Vehicular Technology Conference (VTC Spring), 2017 IEEE 85th
null
10.1109/VTCSpring.2017.8108576
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
With an increasing demand from emerging logistics businesses, Vehicle Routing Problem with Private fleet and common Carrier (VRPPC) has been introduced to manage package delivery services from a supplier to customers. However, almost all of existing studies focus on the deterministic problem that assumes all parameters are known perfectly at the time when the planning and routing decisions are made. In reality, some parameters are random and unknown. Therefore, in this paper, we consider VRPPC with hard time windows and random demand, called Optimal Delivery Planning (ODP). The proposed ODP aims to minimize the total package delivery cost while meeting the customer time window constraints. We use stochastic integer programming to formulate the optimization problem incorporating the customer demand uncertainty. Moreover, we evaluate the performance of the ODP using test data from benchmark dataset and from actual Singapore road map.
[ { "version": "v1", "created": "Sun, 4 Feb 2018 08:45:19 GMT" } ]
1,519,603,200,000
[ [ "Sawadsitang", "Suttinee", "" ], [ "Kaewpuang", "Rakpong", "" ], [ "Jiang", "Siwei", "" ], [ "Niyato", "Dusit", "" ], [ "Wang", "Ping", "" ] ]
1802.08554
Douglas Summers Stay
Douglas Summers Stay
Semantic Vector Spaces for Broadening Consideration of Consequences
A book chapter from Autonomy and Artificial Intelligence: A Threat or Savior?
Autonomy and Artificial Intelligence: A Threat or Savior? Editors W.F. Lawless, Ranjeev Mittu, Donald Sofge, Stephen Russell Springer, 2017
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reasoning systems with too simple a model of the world and human intent are unable to consider potential negative side effects of their actions and modify their plans to avoid them (e.g., avoiding potential errors). However, hand-encoding the enormous and subtle body of facts that constitutes common sense into a knowledge base has proved too difficult despite decades of work. Distributed semantic vector spaces learned from large text corpora, on the other hand, can learn representations that capture shades of meaning of common-sense concepts and perform analogical and associational reasoning in ways that knowledge bases are too rigid to perform, by encoding concepts and the relations between them as geometric structures. These have, however, the disadvantage of being unreliable, poorly understood, and biased in their view of the world by the source material. This chapter will discuss how these approaches may be combined in a way that combines the best properties of each for understanding the world and human intentions in a richer way.
[ { "version": "v1", "created": "Fri, 23 Feb 2018 14:41:33 GMT" } ]
1,519,603,200,000
[ [ "Stay", "Douglas Summers", "" ] ]
1802.08802
Evan Liu
Evan Zheran Liu, Kelvin Guu, Panupong Pasupat, Tianlin Shi, Percy Liang
Reinforcement Learning on Web Interfaces Using Workflow-Guided Exploration
International Conference on Learning Representations (ICLR), 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reinforcement learning (RL) agents improve through trial-and-error, but when reward is sparse and the agent cannot discover successful action sequences, learning stagnates. This has been a notable problem in training deep RL agents to perform web-based tasks, such as booking flights or replying to emails, where a single mistake can ruin the entire sequence of actions. A common remedy is to "warm-start" the agent by pre-training it to mimic expert demonstrations, but this is prone to overfitting. Instead, we propose to constrain exploration using demonstrations. From each demonstration, we induce high-level "workflows" which constrain the allowable actions at each time step to be similar to those in the demonstration (e.g., "Step 1: click on a textbox; Step 2: enter some text"). Our exploration policy then learns to identify successful workflows and samples actions that satisfy these workflows. Workflows prune out bad exploration directions and accelerate the agent's ability to discover rewards. We use our approach to train a novel neural policy designed to handle the semi-structured nature of websites, and evaluate on a suite of web tasks, including the recent World of Bits benchmark. We achieve new state-of-the-art results, and show that workflow-guided exploration improves sample efficiency over behavioral cloning by more than 100x.
[ { "version": "v1", "created": "Sat, 24 Feb 2018 05:32:47 GMT" } ]
1,519,689,600,000
[ [ "Liu", "Evan Zheran", "" ], [ "Guu", "Kelvin", "" ], [ "Pasupat", "Panupong", "" ], [ "Shi", "Tianlin", "" ], [ "Liang", "Percy", "" ] ]
1802.08822
Chang-Shing Lee
Chang-Shing Lee, Mei-Hui Wang, Chi-Shiang Wang, Olivier Teytaud, Jialin Liu, Su-Wei Lin, and Pi-Hsia Hung
PSO-based Fuzzy Markup Language for Student Learning Performance Evaluation and Educational Application
This paper is accepted in Feb. 2018 which will be published in IEEE Transactions on Fuzzy Systems
null
10.1109/TFUZZ.2018.2810814
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper proposes an agent with particle swarm optimization (PSO) based on a Fuzzy Markup Language (FML) for students learning performance evaluation and educational applications, and the proposed agent is according to the response data from a conventional test and an item response theory. First, we apply a GS-based parameter estimation mechanism to estimate the items parameters according to the response data, and then to compare its results with those of an IRT-based Bayesian parameter estimation mechanism. In addition, we propose a static-IRT test assembly mechanism to assemble a form for the conventional test. The presented FML-based dynamic assessment mechanism infers the probability of making a correct response to the item for a student with various abilities. Moreover, this paper also proposes a novel PFML learning mechanism for optimizing the parameters between items and students. Finally, we adopt a K-fold cross validation mechanism to evaluate the performance of the proposed agent. Experimental results show that the novel PFML learning mechanism for the parameter estimation and learning optimization performs favorably. We believe the proposed PFML will be a reference for education research and pedagogy and an important co-learning mechanism for future human-machine educational applications.
[ { "version": "v1", "created": "Sat, 24 Feb 2018 09:26:46 GMT" } ]
1,555,286,400,000
[ [ "Lee", "Chang-Shing", "" ], [ "Wang", "Mei-Hui", "" ], [ "Wang", "Chi-Shiang", "" ], [ "Teytaud", "Olivier", "" ], [ "Liu", "Jialin", "" ], [ "Lin", "Su-Wei", "" ], [ "Hung", "Pi-Hsia", "" ] ]
1802.08864
Juergen Schmidhuber
Juergen Schmidhuber
One Big Net For Everything
17 pages, 107 references
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
I apply recent work on "learning to think" (2015) and on PowerPlay (2011) to the incremental training of an increasingly general problem solver, continually learning to solve new tasks without forgetting previous skills. The problem solver is a single recurrent neural network (or similar general purpose computer) called ONE. ONE is unusual in the sense that it is trained in various ways, e.g., by black box optimization / reinforcement learning / artificial evolution as well as supervised / unsupervised learning. For example, ONE may learn through neuroevolution to control a robot through environment-changing actions, and learn through unsupervised gradient descent to predict future inputs and vector-valued reward signals as suggested in 1990. User-given tasks can be defined through extra goal-defining input patterns, also proposed in 1990. Suppose ONE has already learned many skills. Now a copy of ONE can be re-trained to learn a new skill, e.g., through neuroevolution without a teacher. Here it may profit from re-using previously learned subroutines, but it may also forget previous skills. Then ONE is retrained in PowerPlay style (2011) on stored input/output traces of (a) ONE's copy executing the new skill and (b) previous instances of ONE whose skills are still considered worth memorizing. Simultaneously, ONE is retrained on old traces (even those of unsuccessful trials) to become a better predictor, without additional expensive interaction with the enviroment. More and more control and prediction skills are thus collapsed into ONE, like in the chunker-automatizer system of the neural history compressor (1991). This forces ONE to relate partially analogous skills (with shared algorithmic information) to each other, creating common subroutines in form of shared subnetworks of ONE, to greatly speed up subsequent learning of additional, novel but algorithmically related skills.
[ { "version": "v1", "created": "Sat, 24 Feb 2018 15:23:46 GMT" } ]
1,519,689,600,000
[ [ "Schmidhuber", "Juergen", "" ] ]
1802.09119
Ruggiero Lovreglio
Ruggiero Lovreglio, Vicente Gonzalez, Zhenan Feng, Robert Amor, Michael Spearpoint, Jared Thomas, Margaret Trotter, Rafael Sacks
Prototyping Virtual Reality Serious Games for Building Earthquake Preparedness: The Auckland City Hospital Case Study
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Enhancing evacuee safety is a key factor in reducing the number of injuries and deaths that result from earthquakes. One way this can be achieved is by training occupants. Virtual Reality (VR) and Serious Games (SGs), represent novel techniques that may overcome the limitations of traditional training approaches. VR and SGs have been examined in the fire emergency context, however, their application to earthquake preparedness has not yet been extensively examined. We provide a theoretical discussion of the advantages and limitations of using VR SGs to investigate how building occupants behave during earthquake evacuations and to train building occupants to cope with such emergencies. We explore key design components for developing a VR SG framework: (a) what features constitute an earthquake event, (b) which building types can be selected and represented within the VR environment, (c) how damage to the building can be determined and represented, (d) how non-player characters (NPC) can be designed, and (e) what level of interaction there can be between NPC and the human participants. We illustrate the above by presenting the Auckland City Hospital, New Zealand as a case study, and propose a possible VR SG training tool to enhance earthquake preparedness in public buildings.
[ { "version": "v1", "created": "Mon, 26 Feb 2018 01:08:51 GMT" } ]
1,519,689,600,000
[ [ "Lovreglio", "Ruggiero", "" ], [ "Gonzalez", "Vicente", "" ], [ "Feng", "Zhenan", "" ], [ "Amor", "Robert", "" ], [ "Spearpoint", "Michael", "" ], [ "Thomas", "Jared", "" ], [ "Trotter", "Margaret", "" ], [ "Sacks", "Rafael", "" ] ]
1802.09159
Ramamurthy Badrinath
Anusha Mujumdar, Swarup Kumar Mohalik, Ramamurthy Badrinath
Antifragility for Intelligent Autonomous Systems
Under Review. Consists of seven pages and four figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Antifragile systems grow measurably better in the presence of hazards. This is in contrast to fragile systems which break down in the presence of hazards, robust systems that tolerate hazards up to a certain degree, and resilient systems that -- like self-healing systems -- revert to their earlier expected behavior after a period of convalescence. The notion of antifragility was introduced by Taleb for economics systems, but its applicability has been illustrated in biological and engineering domains as well. In this paper, we propose an architecture that imparts antifragility to intelligent autonomous systems, specifically those that are goal-driven and based on AI-planning. We argue that this architecture allows the system to self-improve by uncovering new capabilities obtained either through the hazards themselves (opportunistic) or through deliberation (strategic). An AI planning-based case study of an autonomous wheeled robot is presented. We show that with the proposed architecture, the robot develops antifragile behaviour with respect to an oil spill hazard.
[ { "version": "v1", "created": "Mon, 26 Feb 2018 04:58:55 GMT" } ]
1,519,689,600,000
[ [ "Mujumdar", "Anusha", "" ], [ "Mohalik", "Swarup Kumar", "" ], [ "Badrinath", "Ramamurthy", "" ] ]
1802.09669
George Leu
George Leu and Hussein Abbass
A Multi-Disciplinary Review of Knowledge Acquisition Methods: From Human to Autonomous Eliciting Agents
null
Knowledge-Based Systems, Volume 105, Elsevier, 2016
10.1016/j.knosys.2016.02.012
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper offers a multi-disciplinary review of knowledge acquisition methods in human activity systems. The review captures the degree of involvement of various types of agencies in the knowledge acquisition process, and proposes a classification with three categories of methods: the human agent, the human-inspired agent, and the autonomous machine agent methods. In the first two categories, the acquisition of knowledge is seen as a cognitive task analysis exercise, while in the third category knowledge acquisition is treated as an autonomous knowledge-discovery endeavour. The motivation for this classification stems from the continuous change over time of the structure, meaning and purpose of human activity systems, which are seen as the factor that fuelled researchers' and practitioners' efforts in knowledge acquisition for more than a century. We show through this review that the KA field is increasingly active due to the higher and higher pace of change in human activity, and conclude by discussing the emergence of a fourth category of knowledge acquisition methods, which are based on red-teaming and co-evolution.
[ { "version": "v1", "created": "Tue, 27 Feb 2018 01:21:46 GMT" } ]
1,519,776,000,000
[ [ "Leu", "George", "" ], [ "Abbass", "Hussein", "" ] ]
1802.09810
Nils Jansen
Steven Carr, Nils Jansen, Ralf Wimmer, Jie Fu, Ufuk Topcu
Human-in-the-Loop Synthesis for Partially Observable Markov Decision Processes
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We study planning problems where autonomous agents operate inside environments that are subject to uncertainties and not fully observable. Partially observable Markov decision processes (POMDPs) are a natural formal model to capture such problems. Because of the potentially huge or even infinite belief space in POMDPs, synthesis with safety guarantees is, in general, computationally intractable. We propose an approach that aims to circumvent this difficulty: in scenarios that can be partially or fully simulated in a virtual environment, we actively integrate a human user to control an agent. While the user repeatedly tries to safely guide the agent in the simulation, we collect data from the human input. Via behavior cloning, we translate the data into a strategy for the POMDP. The strategy resolves all nondeterminism and non-observability of the POMDP, resulting in a discrete-time Markov chain (MC). The efficient verification of this MC gives quantitative insights into the quality of the inferred human strategy by proving or disproving given system specifications. For the case that the quality of the strategy is not sufficient, we propose a refinement method using counterexamples presented to the human. Experiments show that by including humans into the POMDP verification loop we improve the state of the art by orders of magnitude in terms of scalability.
[ { "version": "v1", "created": "Tue, 27 Feb 2018 10:29:56 GMT" } ]
1,519,776,000,000
[ [ "Carr", "Steven", "" ], [ "Jansen", "Nils", "" ], [ "Wimmer", "Ralf", "" ], [ "Fu", "Jie", "" ], [ "Topcu", "Ufuk", "" ] ]
1802.09924
J. G. Wolff
J Gerard Wolff
Introduction to the SP theory of intelligence
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This article provides a brief introduction to the "Theory of Intelligence" and its realisation in the "SP Computer Model". The overall goal of the SP programme of research, in accordance with long-established principles in science, has been the simplification and integration of observations and concepts across artificial intelligence, mainstream computing, mathematics, and human learning, perception, and cognition. In broad terms, the SP system is a brain-like system that takes in "New" information through its senses and stores some or all of it as "Old" information. A central idea in the system is the powerful concept of "SP-multiple-alignment", borrowed and adapted from bioinformatics. This the key to the system's versatility in aspects of intelligence, in the representation of diverse kinds of knowledge, and in the seamless integration of diverse aspects of intelligence and diverse kinds of knowledge, in any combination. There are many potential benefits and applications of the SP system. It is envisaged that the system will be developed as the "SP Machine", which will initially be a software virtual machine, hosted on a high-performance computer, a vehicle for further research and a step towards the development of an industrial-strength SP Machine.
[ { "version": "v1", "created": "Sat, 24 Feb 2018 17:25:43 GMT" } ]
1,519,776,000,000
[ [ "Wolff", "J Gerard", "" ] ]
1802.10054
Anthony Hunter
Lisa Chalaguine and Emmanuel Hadoux and Fiona Hamilton and Andrew Hayward and Anthony Hunter and Sylwia Polberg and Henry W. W. Potts
Domain Modelling in Computational Persuasion for Behaviour Change in Healthcare
32 pages, 9 figures, draft journal paper
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The aim of behaviour change is to help people to change aspects of their behaviour for the better (e.g., to decrease calorie intake, to drink in moderation, to take more exercise, to complete a course of antibiotics once started, etc.). In current persuasion technology for behaviour change, the emphasis is on helping people to explore their issues (e.g., through questionnaires or game playing) or to remember to follow a behaviour change plan (e.g., diaries and email reminders). However, recent developments in computational persuasion are leading to an argument-centric approach to persuasion that can potentially be harnessed in behaviour change applications. In this paper, we review developments in computational persuasion, and then focus on domain modelling as a key component. We present a multi-dimensional approach to domain modelling. At the core of this proposal is an ontology which provides a representation of key factors, in particular kinds of belief, which we have identified in the behaviour change literature as being important in diverse behaviour change initiatives. Our proposal for domain modelling is intended to facilitate the acquisition and representation of the arguments that can be used in persuasion dialogues, together with meta-level information about them which can be used by the persuader to make strategic choices of argument to present.
[ { "version": "v1", "created": "Tue, 27 Feb 2018 18:13:57 GMT" } ]
1,519,776,000,000
[ [ "Chalaguine", "Lisa", "" ], [ "Hadoux", "Emmanuel", "" ], [ "Hamilton", "Fiona", "" ], [ "Hayward", "Andrew", "" ], [ "Hunter", "Anthony", "" ], [ "Polberg", "Sylwia", "" ], [ "Potts", "Henry W. W.", "" ] ]
1802.10269
Akansel Cosgun
David Isele, Akansel Cosgun
Selective Experience Replay for Lifelong Learning
Presented in 32nd Conference on Artificial Intelligence (AAAI 2018)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Deep reinforcement learning has emerged as a powerful tool for a variety of learning tasks, however deep nets typically exhibit forgetting when learning multiple tasks in sequence. To mitigate forgetting, we propose an experience replay process that augments the standard FIFO buffer and selectively stores experiences in a long-term memory. We explore four strategies for selecting which experiences will be stored: favoring surprise, favoring reward, matching the global training distribution, and maximizing coverage of the state space. We show that distribution matching successfully prevents catastrophic forgetting, and is consistently the best approach on all domains tested. While distribution matching has better and more consistent performance, we identify one case in which coverage maximization is beneficial - when tasks that receive less trained are more important. Overall, our results show that selective experience replay, when suitable selection algorithms are employed, can prevent catastrophic forgetting.
[ { "version": "v1", "created": "Wed, 28 Feb 2018 06:02:31 GMT" } ]
1,519,862,400,000
[ [ "Isele", "David", "" ], [ "Cosgun", "Akansel", "" ] ]
1802.10363
Jialin Liu Ph.D
Diego Perez-Liebana, Jialin Liu, Ahmed Khalifa, Raluca D. Gaina, Julian Togelius, Simon M. Lucas
General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms
20 pages, 1 figure, accepted by IEEE ToG
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods with potentially infinity of games created using Video Game Description Language (VGDL). The framework has been expanded into several tracks during the last few years to meet the demand of different research directions. The agents are required either to play multiple unknown games with or without access to game simulations, or to design new game levels or rules. This survey paper presents the VGDL, the GVGAI framework, existing tracks, and reviews the wide use of GVGAI framework in research, education and competitions five years after its birth. A future plan of framework improvements is also described.
[ { "version": "v1", "created": "Wed, 28 Feb 2018 11:23:16 GMT" }, { "version": "v2", "created": "Fri, 27 Jul 2018 11:56:03 GMT" }, { "version": "v3", "created": "Wed, 26 Dec 2018 01:34:07 GMT" }, { "version": "v4", "created": "Fri, 22 Feb 2019 10:05:44 GMT" } ]
1,551,052,800,000
[ [ "Perez-Liebana", "Diego", "" ], [ "Liu", "Jialin", "" ], [ "Khalifa", "Ahmed", "" ], [ "Gaina", "Raluca D.", "" ], [ "Togelius", "Julian", "" ], [ "Lucas", "Simon M.", "" ] ]
1803.00259
Jun Zhao
Jun Zhao, Guang Qiu, Ziyu Guan, Wei Zhao, Xiaofei He
Deep Reinforcement Learning for Sponsored Search Real-time Bidding
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Bidding optimization is one of the most critical problems in online advertising. Sponsored search (SS) auction, due to the randomness of user query behavior and platform nature, usually adopts keyword-level bidding strategies. In contrast, the display advertising (DA), as a relatively simpler scenario for auction, has taken advantage of real-time bidding (RTB) to boost the performance for advertisers. In this paper, we consider the RTB problem in sponsored search auction, named SS-RTB. SS-RTB has a much more complex dynamic environment, due to stochastic user query behavior and more complex bidding policies based on multiple keywords of an ad. Most previous methods for DA cannot be applied. We propose a reinforcement learning (RL) solution for handling the complex dynamic environment. Although some RL methods have been proposed for online advertising, they all fail to address the "environment changing" problem: the state transition probabilities vary between two days. Motivated by the observation that auction sequences of two days share similar transition patterns at a proper aggregation level, we formulate a robust MDP model at hour-aggregation level of the auction data and propose a control-by-model framework for SS-RTB. Rather than generating bid prices directly, we decide a bidding model for impressions of each hour and perform real-time bidding accordingly. We also extend the method to handle the multi-agent problem. We deployed the SS-RTB system in the e-commerce search auction platform of Alibaba. Empirical experiments of offline evaluation and online A/B test demonstrate the effectiveness of our method.
[ { "version": "v1", "created": "Thu, 1 Mar 2018 09:04:37 GMT" } ]
1,519,948,800,000
[ [ "Zhao", "Jun", "" ], [ "Qiu", "Guang", "" ], [ "Guan", "Ziyu", "" ], [ "Zhao", "Wei", "" ], [ "He", "Xiaofei", "" ] ]
1803.00512
Adam Lerer
Amy Zhang, Adam Lerer, Sainbayar Sukhbaatar, Rob Fergus, Arthur Szlam
Composable Planning with Attributes
null
International Conference on Machine Learning, 2018
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The tasks that an agent will need to solve often are not known during training. However, if the agent knows which properties of the environment are important then, after learning how its actions affect those properties, it may be able to use this knowledge to solve complex tasks without training specifically for them. Towards this end, we consider a setup in which an environment is augmented with a set of user defined attributes that parameterize the features of interest. We propose a method that learns a policy for transitioning between "nearby" sets of attributes, and maintains a graph of possible transitions. Given a task at test time that can be expressed in terms of a target set of attributes, and a current state, our model infers the attributes of the current state and searches over paths through attribute space to get a high level plan, and then uses its low level policy to execute the plan. We show in 3D block stacking, grid-world games, and StarCraft that our model is able to generalize to longer, more complex tasks at test time by composing simpler learned policies.
[ { "version": "v1", "created": "Thu, 1 Mar 2018 17:21:03 GMT" }, { "version": "v2", "created": "Thu, 25 Apr 2019 20:14:27 GMT" } ]
1,556,496,000,000
[ [ "Zhang", "Amy", "" ], [ "Lerer", "Adam", "" ], [ "Sukhbaatar", "Sainbayar", "" ], [ "Fergus", "Rob", "" ], [ "Szlam", "Arthur", "" ] ]
1803.00612
Yang Yu
Yang Yu, Kazi Saidul Hasan, Mo Yu, Wei Zhang, Zhiguo Wang
Knowledge Base Relation Detection via Multi-View Matching
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Relation detection is a core component for Knowledge Base Question Answering (KBQA). In this paper, we propose a KB relation detection model via multi-view matching which utilizes more useful information extracted from question and KB. The matching inside each view is through multiple perspectives to compare two input texts thoroughly. All these components are designed in an end-to-end trainable neural network model. Experiments on SimpleQuestions and WebQSP yield state-of-the-art results.
[ { "version": "v1", "created": "Thu, 1 Mar 2018 20:17:02 GMT" }, { "version": "v2", "created": "Mon, 9 Apr 2018 14:19:18 GMT" } ]
1,523,318,400,000
[ [ "Yu", "Yang", "" ], [ "Hasan", "Kazi Saidul", "" ], [ "Yu", "Mo", "" ], [ "Zhang", "Wei", "" ], [ "Wang", "Zhiguo", "" ] ]
1803.00874
Azlan Iqbal
Azlan Iqbal
Estimating Total Search Space Size for Specific Piece Sets in Chess
3 Pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Automatic chess problem or puzzle composition typically involves generating and testing various different positions, sometimes using particular piece sets. Once a position has been generated, it is then usually tested for positional legality based on the game rules. However, it is useful to be able to estimate what the search space size for particular piece combinations is to begin with. So if a desirable chess problem was successfully generated by examining 'merely' 100,000 or so positions in a theoretical search space of about 100 billion, this would imply the composing approach used was quite viable and perhaps even impressive. In this article, I explain a method of calculating the size of this search space using a combinatorics and permutations approach. While the mathematics itself may already be established, a precise method and justification of applying it with regard to the chessboard and chess pieces has not been documented, to the best of our knowledge. Additionally, the method could serve as a useful starting point for further estimations of search space size which filter out positions for legality and rotation, depending on how the automatic composer is allowed to place pieces on the board (because this affects its total search space size).
[ { "version": "v1", "created": "Tue, 27 Feb 2018 07:35:55 GMT" } ]
1,520,208,000,000
[ [ "Iqbal", "Azlan", "" ] ]
1803.01044
Raunak Bhattacharyya
Raunak P. Bhattacharyya, Derek J. Phillips, Blake Wulfe, Jeremy Morton, Alex Kuefler, Mykel J. Kochenderfer
Multi-Agent Imitation Learning for Driving Simulation
6 pages, 3 figures, 1 table
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Simulation is an appealing option for validating the safety of autonomous vehicles. Generative Adversarial Imitation Learning (GAIL) has recently been shown to learn representative human driver models. These human driver models were learned through training in single-agent environments, but they have difficulty in generalizing to multi-agent driving scenarios. We argue these difficulties arise because observations at training and test time are sampled from different distributions. This difference makes such models unsuitable for the simulation of driving scenes, where multiple agents must interact realistically over long time horizons. We extend GAIL to address these shortcomings through a parameter-sharing approach grounded in curriculum learning. Compared with single-agent GAIL policies, policies generated by our PS-GAIL method prove superior at interacting stably in a multi-agent setting and capturing the emergent behavior of human drivers.
[ { "version": "v1", "created": "Fri, 2 Mar 2018 21:18:16 GMT" } ]
1,520,294,400,000
[ [ "Bhattacharyya", "Raunak P.", "" ], [ "Phillips", "Derek J.", "" ], [ "Wulfe", "Blake", "" ], [ "Morton", "Jeremy", "" ], [ "Kuefler", "Alex", "" ], [ "Kochenderfer", "Mykel J.", "" ] ]
1803.01092
Timo Nolle
Timo Nolle, Stefan Luettgen, Alexander Seeliger, Max M\"uhlh\"auser
Analyzing Business Process Anomalies Using Autoencoders
20 pages, 5 figures
null
10.1007/s10994-018-5702-8
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Businesses are naturally interested in detecting anomalies in their internal processes, because these can be indicators for fraud and inefficiencies. Within the domain of business intelligence, classic anomaly detection is not very frequently researched. In this paper, we propose a method, using autoencoders, for detecting and analyzing anomalies occurring in the execution of a business process. Our method does not rely on any prior knowledge about the process and can be trained on a noisy dataset already containing the anomalies. We demonstrate its effectiveness by evaluating it on 700 different datasets and testing its performance against three state-of-the-art anomaly detection methods. This paper is an extension of our previous work from 2016 [30]. Compared to the original publication we have further refined the approach in terms of performance and conducted an elaborate evaluation on more sophisticated datasets including real-life event logs from the Business Process Intelligence Challenges of 2012 and 2017. In our experiments our approach reached an F1 score of 0.87, whereas the best unaltered state-of-the-art approach reached an F1 score of 0.72. Furthermore, our approach can be used to analyze the detected anomalies in terms of which event within one execution of the process causes the anomaly.
[ { "version": "v1", "created": "Sat, 3 Mar 2018 02:26:28 GMT" } ]
1,525,132,800,000
[ [ "Nolle", "Timo", "" ], [ "Luettgen", "Stefan", "" ], [ "Seeliger", "Alexander", "" ], [ "Mühlhäuser", "Max", "" ] ]
1803.01118
Bradly Stadie
Bradly C. Stadie, Ge Yang, Rein Houthooft, Xi Chen, Yan Duan, Yuhuai Wu, Pieter Abbeel, Ilya Sutskever
Some Considerations on Learning to Explore via Meta-Reinforcement Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We consider the problem of exploration in meta reinforcement learning. Two new meta reinforcement learning algorithms are suggested: E-MAML and E-$\text{RL}^2$. Results are presented on a novel environment we call `Krazy World' and a set of maze environments. We show E-MAML and E-$\text{RL}^2$ deliver better performance on tasks where exploration is important.
[ { "version": "v1", "created": "Sat, 3 Mar 2018 07:13:43 GMT" }, { "version": "v2", "created": "Fri, 11 Jan 2019 20:26:59 GMT" } ]
1,547,510,400,000
[ [ "Stadie", "Bradly C.", "" ], [ "Yang", "Ge", "" ], [ "Houthooft", "Rein", "" ], [ "Chen", "Xi", "" ], [ "Duan", "Yan", "" ], [ "Wu", "Yuhuai", "" ], [ "Abbeel", "Pieter", "" ], [ "Sutskever", "Ilya", "" ] ]
1803.01252
Corey Kiassat
Nima Safaei, Corey Kiassat
A Swift Heuristic Method for Work Order Scheduling under the Skilled-Workforce Constraint
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The considered problem is how to optimally allocate a set of jobs to technicians of different skills such that the number of technicians of each skill does not exceed the number of persons with that skill designation. The key motivation is the quick sensitivity analysis in terms of the workforce size which is quite necessary in many industries in the presence of unexpected work orders. A time-indexed mathematical model is proposed to minimize the total weighted completion time of the jobs. The proposed model is decomposed into a number of single-skill sub-problems so that each one is a combination of a series of nested binary Knapsack problems. A heuristic procedure is proposed to solve the problem. Our experimental results, based on a real-world case study, reveal that the proposed method quickly produces a schedule statistically close to the optimal one while the classical optimal procedure is very time-consuming.
[ { "version": "v1", "created": "Sat, 3 Mar 2018 22:19:42 GMT" } ]
1,520,294,400,000
[ [ "Safaei", "Nima", "" ], [ "Kiassat", "Corey", "" ] ]
1803.01403
Swen Gaudl
Swen E. Gaudl, Mark J. Nelson, Simon Colton, Rob Saunders, Edward J. Powley, Peter Ivey, Blanca Perez Ferrer, Michael Cook
Exploring Novel Game Spaces with Fluidic Games
AISB: Games AI & VR, 4 pages, 4 figures, game design, tools, creativity
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
With the growing integration of smartphones into our daily lives, and their increased ease of use, mobile games have become highly popular across all demographics. People listen to music, play games or read the news while in transit or bridging gap times. While mobile gaming is gaining popularity, mobile expression of creativity is still in its early stages. We present here a new type of mobile app -- fluidic games -- and illustrate our iterative approach to their design. This new type of app seamlessly integrates exploration of the design space into the actual user experience of playing the game, and aims to enrich the user experience. To better illustrate the game domain and our approach, we discuss one specific fluidic game, which is available as a commercial product. We also briefly discuss open challenges such as player support and how generative techniques can aid the exploration of the game space further.
[ { "version": "v1", "created": "Sun, 4 Mar 2018 18:58:07 GMT" } ]
1,520,294,400,000
[ [ "Gaudl", "Swen E.", "" ], [ "Nelson", "Mark J.", "" ], [ "Colton", "Simon", "" ], [ "Saunders", "Rob", "" ], [ "Powley", "Edward J.", "" ], [ "Ivey", "Peter", "" ], [ "Ferrer", "Blanca Perez", "" ], [ "Cook", "Michael", "" ] ]
1803.01412
Mehdi Ghatee Dr.
Shadi Abpeykar and Mehdi Ghatee
A real-time decision support system for bridge management based on the rules generalized by CART decision tree and SMO algorithms
11 pages, 5 figures, extracted form an MSc project in Department of Computer Science, Amirkabir University of Technology, Tehran, Iran This paper has been accepted for publication in AUT Journal of Mathematics and Computing (AJMC), http://ajmc.aut.ac.ir/, 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Under dynamic conditions on bridges, we need a real-time management. To this end, this paper presents a rule-based decision support system in which the necessary rules are extracted from simulation results made by Aimsun traffic micro-simulation software. Then, these rules are generalized by the aid of fuzzy rule generation algorithms. Then, they are trained by a set of supervised and the unsupervised learning algorithms to get an ability to make decision in real cases. As a pilot case study, Nasr Bridge in Tehran is simulated in Aimsun and WEKA data mining software is used to execute the learning algorithms. Based on this experiment, the accuracy of the supervised algorithms to generalize the rules is greater than 80%. In addition, CART decision tree and sequential minimal optimization (SMO) provides 100% accuracy for normal data and these algorithms are so reliable for crisis management on bridge. This means that, it is possible to use such machine learning methods to manage bridges in the real-time conditions.
[ { "version": "v1", "created": "Sun, 4 Mar 2018 20:10:01 GMT" }, { "version": "v2", "created": "Sat, 30 Jun 2018 14:58:08 GMT" } ]
1,530,576,000,000
[ [ "Abpeykar", "Shadi", "" ], [ "Ghatee", "Mehdi", "" ] ]
1803.01571
Marc Aiguier
Marc Aiguier and Jamal Atif and Isabelle Bloch and Ram\'on Pino-P\'erez
Explanatory relations in arbitrary logics based on satisfaction systems, cutting and retraction
30 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The aim of this paper is to introduce a new framework for defining abductive reasoning operators based on a notion of retraction in arbitrary logics defined as satisfaction systems. We show how this framework leads to the design of explanatory relations satisfying properties of abductive reasoning, and discuss its application to several logics. This extends previous work on propositional logics where retraction was defined as a morphological erosion. Here weaker properties are required for retraction, leading to a larger set of suitable operators for abduction for different logics.
[ { "version": "v1", "created": "Mon, 5 Mar 2018 09:32:04 GMT" } ]
1,520,294,400,000
[ [ "Aiguier", "Marc", "" ], [ "Atif", "Jamal", "" ], [ "Bloch", "Isabelle", "" ], [ "Pino-Pérez", "Ramón", "" ] ]
1803.01648
Swen Gaudl
Swen E. Gaudl
A Genetic Programming Framework for 2D Platform AI
Genetic Programming, GP, Game AI, Agent Design, Platformer, AISB, JGAP, platformerAI, symbolic learning
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
There currently exists a wide range of techniques to model and evolve artificial players for games. Existing techniques range from black box neural networks to entirely hand-designed solutions. In this paper, we demonstrate the feasibility of a genetic programming framework using human controller input to derive meaningful artificial players which can, later on, be optimised by hand. The current state of the art in game character design relies heavily on human designers to manually create and edit scripts and rules for game characters. To address this manual editing bottleneck, current computational intelligence techniques approach the issue with fully autonomous character generators, replacing most of the design process using black box solutions such as neural networks or the like. Our GP approach to this problem creates character controllers which can be further authored and developed by a designer it also offers designers to included their play style without the need to use a programming language. This keeps the designer in the loop while reducing repetitive manual labour. Our system also provides insights into how players express themselves in games and into deriving appropriate models for representing those insights. We present our framework, supporting findings and open challenges.
[ { "version": "v1", "created": "Mon, 5 Mar 2018 13:11:22 GMT" } ]
1,520,294,400,000
[ [ "Gaudl", "Swen E.", "" ] ]
1803.01690
Kieran Greer Dr
Kieran Greer
New Ideas for Brain Modelling 5
null
AIMS Biophysics, Vol. 8, Issue 1, pp. 41-56, 2021
10.3934/biophy.2021003
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper describes a process for combining patterns and features, to guide a search process and make predictions. It is based on the functionality that a human brain might have, which is a highly distributed network of simple neuronal components that can apply some level of matching and cross-referencing over retrieved patterns. The process uses memory in a dynamic way and it is directed through the pattern matching. The paper firstly describes the mechanisms for neuronal search, memory and prediction. The paper then presents a formal language for defining cognitive processes, that is, pattern-based sequences and transitions. The language can define an outer framework for concept sets that are linked to perform the cognitive act. The language also has a mathematical basis, allowing for the rule construction to be consistent. Now, both static memory and dynamic process hierarchies can be built as tree structures. The new information can also be used to further integrate the cognitive model and the ensemble-hierarchy structure becomes an essential part. A theory about linking can suggest that nodes in different regions link together when generally they represent the same thing.
[ { "version": "v1", "created": "Mon, 5 Mar 2018 14:46:19 GMT" }, { "version": "v10", "created": "Sun, 29 Dec 2019 16:15:17 GMT" }, { "version": "v11", "created": "Mon, 5 Oct 2020 08:13:25 GMT" }, { "version": "v2", "created": "Mon, 23 Jul 2018 11:29:42 GMT" }, { "version": "v3", "created": "Sun, 9 Dec 2018 19:40:20 GMT" }, { "version": "v4", "created": "Wed, 2 Jan 2019 21:11:32 GMT" }, { "version": "v5", "created": "Sun, 30 Jun 2019 11:27:35 GMT" }, { "version": "v6", "created": "Sat, 3 Aug 2019 15:43:20 GMT" }, { "version": "v7", "created": "Fri, 9 Aug 2019 17:51:41 GMT" }, { "version": "v8", "created": "Tue, 5 Nov 2019 15:58:38 GMT" }, { "version": "v9", "created": "Wed, 6 Nov 2019 09:53:23 GMT" } ]
1,609,804,800,000
[ [ "Greer", "Kieran", "" ] ]