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2111.01366
Liao Qu
Liao Qu, Shuaiqi Huang, Yunsong Jia, Xiang Li
Improved Loss Function-Based Prediction Method of Extreme Temperatures in Greenhouses
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
The prediction of extreme greenhouse temperatures to which crops are susceptible is essential in the field of greenhouse planting. It can help avoid heat or freezing damage and economic losses. Therefore, it's important to develop models that can predict them accurately. Due to the lack of extreme temperature data in datasets, it is challenging for models to accurately predict it. In this paper, we propose an improved loss function, which is suitable for a variety of machine learning models. By increasing the weight of extreme temperature samples and reducing the possibility of misjudging extreme temperature as normal, the proposed loss function can enhance the prediction results in extreme situations. To verify the effectiveness of the proposed method, we implement the improved loss function in LightGBM, long short-term memory, and artificial neural network and conduct experiments on a real-world greenhouse dataset. The results show that the performance of models with the improved loss function is enhanced compared to the original models in extreme cases. The improved models can be used to guarantee the timely judgment of extreme temperatures in agricultural greenhouses, thereby preventing unnecessary losses caused by incorrect predictions.
[ { "version": "v1", "created": "Tue, 2 Nov 2021 04:33:15 GMT" } ]
1,635,897,600,000
[ [ "Qu", "Liao", "" ], [ "Huang", "Shuaiqi", "" ], [ "Jia", "Yunsong", "" ], [ "Li", "Xiang", "" ] ]
2111.01371
Yongming Li
Fan Li, Xiaoheng Zhang, Pin Wang, Yongming Li
Envelope Imbalance Learning Algorithm based on Multilayer Fuzzy C-means Clustering and Minimum Interlayer discrepancy
21 pages, 4 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Imbalanced learning is important and challenging since the problem of the classification of imbalanced datasets is prevalent in machine learning and data mining fields. Sampling approaches are proposed to address this issue, and cluster-based oversampling methods have shown great potential as they aim to simultaneously tackle between-class and within-class imbalance issues. However, all existing clustering methods are based on a one-time approach. Due to the lack of a priori knowledge, improper setting of the number of clusters often exists, which leads to poor clustering performance. Besides, the existing methods are likely to generate noisy instances. To solve these problems, this paper proposes a deep instance envelope network-based imbalanced learning algorithm with the multilayer fuzzy c-means (MlFCM) and a minimum interlayer discrepancy mechanism based on the maximum mean discrepancy (MIDMD). This algorithm can guarantee high quality balanced instances using a deep instance envelope network in the absence of prior knowledge. In the experimental section, thirty-three popular public datasets are used for verification, and over ten representative algorithms are used for comparison. The experimental results show that the proposed approach significantly outperforms other popular methods.
[ { "version": "v1", "created": "Tue, 2 Nov 2021 04:59:57 GMT" } ]
1,635,897,600,000
[ [ "Li", "Fan", "" ], [ "Zhang", "Xiaoheng", "" ], [ "Wang", "Pin", "" ], [ "Li", "Yongming", "" ] ]
2111.01431
Seokjun Kim
Seokjun Kim, Jaeeun Jang, Hyeoncheol Kim
Deductive Association Networks
A simple experiment was conducted as a series of artificial association networks
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
we introduce deductive association networks(DANs), a network that performs deductive reasoning. To have high-dimensional thinking, combining various axioms and putting the results back into another axiom is necessary to produce new relationships and results. For example, it would be given two propositions: "Socrates is a man." and "All men are mortals." and two propositions could be used to infer the new proposition, "Therefore Socrates is mortal.". To evaluate, we used MNIST Dataset, a handwritten numerical image dataset, to apply it to the group theory and show the results of performing deductive learning.
[ { "version": "v1", "created": "Tue, 2 Nov 2021 08:47:04 GMT" }, { "version": "v2", "created": "Wed, 17 Nov 2021 16:54:10 GMT" }, { "version": "v3", "created": "Mon, 27 Dec 2021 17:41:53 GMT" } ]
1,640,649,600,000
[ [ "Kim", "Seokjun", "" ], [ "Jang", "Jaeeun", "" ], [ "Kim", "Hyeoncheol", "" ] ]
2111.01726
Nicholas Kantack
Nicholas Kantack, Nina Cohen, Nathan Bos, Corey Lowman, James Everett, and Timothy Endres
Instructive artificial intelligence (AI) for human training, assistance, and explainability
10 pages, 6 figures, to be published in SPIE Defense & Commercial Sensing (Artificial Intelligence and Machine Learning for Multi-Domain Operations Applications IV) proceedings (April 2022)
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
We propose a novel approach to explainable AI (XAI) based on the concept of "instruction" from neural networks. In this case study, we demonstrate how a superhuman neural network might instruct human trainees as an alternative to traditional approaches to XAI. Specifically, an AI examines human actions and calculates variations on the human strategy that lead to better performance. Experiments with a JHU/APL-developed AI player for the cooperative card game Hanabi suggest this technique makes unique contributions to explainability while improving human performance. One area of focus for Instructive AI is in the significant discrepancies that can arise between a human's actual strategy and the strategy they profess to use. This inaccurate self-assessment presents a barrier for XAI, since explanations of an AI's strategy may not be properly understood or implemented by human recipients. We have developed and are testing a novel, Instructive AI approach that estimates human strategy by observing human actions. With neural networks, this allows a direct calculation of the changes in weights needed to improve the human strategy to better emulate a more successful AI. Subjected to constraints (e.g. sparsity) these weight changes can be interpreted as recommended changes to human strategy (e.g. "value A more, and value B less"). Instruction from AI such as this functions both to help humans perform better at tasks, but also to better understand, anticipate, and correct the actions of an AI. Results will be presented on AI instruction's ability to improve human decision-making and human-AI teaming in Hanabi.
[ { "version": "v1", "created": "Tue, 2 Nov 2021 16:46:46 GMT" } ]
1,635,897,600,000
[ [ "Kantack", "Nicholas", "" ], [ "Cohen", "Nina", "" ], [ "Bos", "Nathan", "" ], [ "Lowman", "Corey", "" ], [ "Everett", "James", "" ], [ "Endres", "Timothy", "" ] ]
2111.01856
Alexandre Ichida
Alexandre Yukio Ichida and Felipe Meneguzzi
Detecting Logical Relation In Contract Clauses
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Contracts underlie most modern commercial transactions defining define the duties and obligations of the related parties in an agreement. Ensuring such agreements are error free is crucial for modern society and their analysis of a contract requires understanding the logical relations between clauses and identifying potential contradictions. This analysis depends on error-prone human effort to understand each contract clause. In this work, we develop an approach to automate the extraction of logical relations between clauses in a contract. We address this problem as a Natural Language Inference task to detect the entailment type between two clauses in a contract. The resulting approach should help contract authors detecting potential logical conflicts between clauses.
[ { "version": "v1", "created": "Tue, 2 Nov 2021 19:26:32 GMT" } ]
1,635,984,000,000
[ [ "Ichida", "Alexandre Yukio", "" ], [ "Meneguzzi", "Felipe", "" ] ]
2111.02123
Bruno Sartini
Bruno Sartini, Marieke van Erp, Aldo Gangemi
Marriage is a Peach and a Chalice: Modelling Cultural Symbolism on the SemanticWeb
8 pages, 5 figures
null
10.1145/3460210.3493552
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
In this work, we fill the gap in the Semantic Web in the context of Cultural Symbolism. Building upon earlier work in, we introduce the Simulation Ontology, an ontology that models the background knowledge of symbolic meanings, developed by combining the concepts taken from the authoritative theory of Simulacra and Simulations of Jean Baudrillard with symbolic structures and content taken from "Symbolism: a Comprehensive Dictionary" by Steven Olderr. We re-engineered the symbolic knowledge already present in heterogeneous resources by converting it into our ontology schema to create HyperReal, the first knowledge graph completely dedicated to cultural symbolism. A first experiment run on the knowledge graph is presented to show the potential of quantitative research on symbolism.
[ { "version": "v1", "created": "Wed, 3 Nov 2021 10:40:50 GMT" } ]
1,635,984,000,000
[ [ "Sartini", "Bruno", "" ], [ "van Erp", "Marieke", "" ], [ "Gangemi", "Aldo", "" ] ]
2111.02244
Ouren Kuiper
Ouren Kuiper, Martin van den Berg, Joost van der Burgt, Stefan Leijnen
Exploring Explainable AI in the Financial Sector: Perspectives of Banks and Supervisory Authorities
BNAIC/BeneLearn 2021 conference paper
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Explainable artificial intelligence (xAI) is seen as a solution to making AI systems less of a black box. It is essential to ensure transparency, fairness, and accountability, which are especially paramount in the financial sector. The aim of this study was a preliminary investigation of the perspectives of supervisory authorities and regulated entities regarding the application of xAI in the fi-nancial sector. Three use cases (consumer credit, credit risk, and anti-money laundering) were examined using semi-structured interviews at three banks and two supervisory authorities in the Netherlands. We found that for the investigated use cases a disparity exists between supervisory authorities and banks regarding the desired scope of explainability of AI systems. We argue that the financial sector could benefit from clear differentiation between technical AI (model) ex-plainability requirements and explainability requirements of the broader AI system in relation to applicable laws and regulations.
[ { "version": "v1", "created": "Wed, 3 Nov 2021 14:11:37 GMT" } ]
1,636,329,600,000
[ [ "Kuiper", "Ouren", "" ], [ "Berg", "Martin van den", "" ], [ "van der Burgt", "Joost", "" ], [ "Leijnen", "Stefan", "" ] ]
2111.02353
Seokjun Kim
Seokjun Kim, Jaeeun Jang, Yeonju Jang, Seongyune Choi, Hyeoncheol Kim
Memory Association Networks
This study is part of a series and is a memory device in artificial association neural networks
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We introduce memory association networks(MANs) that memorize and remember any data. This neural network has two memories. One consists of a queue-structured short-term memory to solve the class imbalance problem and long-term memory to store the distribution of objects, introducing the contents of storing and generating various datasets.
[ { "version": "v1", "created": "Wed, 3 Nov 2021 17:08:40 GMT" }, { "version": "v2", "created": "Wed, 17 Nov 2021 16:58:18 GMT" }, { "version": "v3", "created": "Fri, 19 Nov 2021 13:16:03 GMT" }, { "version": "v4", "created": "Mon, 27 Dec 2021 17:44:27 GMT" } ]
1,640,649,600,000
[ [ "Kim", "Seokjun", "" ], [ "Jang", "Jaeeun", "" ], [ "Jang", "Yeonju", "" ], [ "Choi", "Seongyune", "" ], [ "Kim", "Hyeoncheol", "" ] ]
2111.02839
Dennis Soemers
Dennis J. N. J. Soemers and \'Eric Piette and Matthew Stephenson and Cameron Browne
Optimised Playout Implementations for the Ludii General Game System
Advances in Computer Games (ACG) 2021
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper describes three different optimised implementations of playouts, as commonly used by game-playing algorithms such as Monte-Carlo Tree Search. Each of the optimised implementations is applicable only to specific sets of games, based on their rules. The Ludii general game system can automatically infer, based on a game's description in its general game description language, whether any optimised implementations are applicable. An empirical evaluation demonstrates major speedups over a standard implementation, with a median result of running playouts 5.08 times as fast, over 145 different games in Ludii for which one of the optimised implementations is applicable.
[ { "version": "v1", "created": "Thu, 4 Nov 2021 12:59:53 GMT" } ]
1,636,070,400,000
[ [ "Soemers", "Dennis J. N. J.", "" ], [ "Piette", "Éric", "" ], [ "Stephenson", "Matthew", "" ], [ "Browne", "Cameron", "" ] ]
2111.02859
Aaron Baughman
Aaron Baughman, Daniel Bohm, Micah Forster, Eduardo Morales, Jeff Powell, Shaun McPartlin, Raja Hebbar, Kavitha Yogaraj, Yoshika Chhabra, Sudeep Ghosh, Rukhsan Ul Haq, Arjun Kashyap
Large Scale Diverse Combinatorial Optimization: ESPN Fantasy Football Player Trades
16 pages, 6 figures, 30 equations
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
Even skilled fantasy football managers can be disappointed by their mid-season rosters as some players inevitably fall short of draft day expectations. Team managers can quickly discover that their team has a low score ceiling even if they start their best active players. A novel and diverse combinatorial optimization system proposes high volume and unique player trades between complementary teams to balance trade fairness. Several algorithms create the valuation of each fantasy football player with an ensemble of computing models: Quantum Support Vector Classifier with Permutation Importance (QSVC-PI), Quantum Support Vector Classifier with Accumulated Local Effects (QSVC-ALE), Variational Quantum Circuit with Permutation Importance (VQC-PI), Hybrid Quantum Neural Network with Permutation Importance (HQNN-PI), eXtreme Gradient Boosting Classifier (XGB), and Subject Matter Expert (SME) rules. The valuation of each player is personalized based on league rules, roster, and selections. The cost of trading away a player is related to a team's roster, such as the depth at a position, slot count, and position importance. Teams are paired together for trading based on a cosine dissimilarity score so that teams can offset their strengths and weaknesses. A knapsack 0-1 algorithm computes outgoing players for each team. Postprocessors apply analytics and deep learning models to measure 6 different objective measures about each trade. Over the 2020 and 2021 National Football League (NFL) seasons, a group of 24 experts from IBM and ESPN evaluated trade quality through 10 Football Error Analysis Tool (FEAT) sessions. Our system started with 76.9% of high-quality trades and was deployed for the 2021 season with 97.3% of high-quality trades. To increase trade quantity, our quantum, classical, and rules-based computing have 100% trade uniqueness. We use Qiskit's quantum simulators throughout our work.
[ { "version": "v1", "created": "Thu, 4 Nov 2021 13:39:40 GMT" }, { "version": "v2", "created": "Fri, 5 Nov 2021 01:00:57 GMT" }, { "version": "v3", "created": "Tue, 19 Apr 2022 03:51:34 GMT" } ]
1,650,412,800,000
[ [ "Baughman", "Aaron", "" ], [ "Bohm", "Daniel", "" ], [ "Forster", "Micah", "" ], [ "Morales", "Eduardo", "" ], [ "Powell", "Jeff", "" ], [ "McPartlin", "Shaun", "" ], [ "Hebbar", "Raja", "" ], [ "Yogaraj", "Kavitha", "" ], [ "Chhabra", "Yoshika", "" ], [ "Ghosh", "Sudeep", "" ], [ "Haq", "Rukhsan Ul", "" ], [ "Kashyap", "Arjun", "" ] ]
2111.03048
Seokjun Kim
Seokjun Kim, Jaeeun Jang, Hyeoncheol Kim
Imagine Networks
This paper is the part of the artificial association neural networks series we are studying
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we introduce an imagine network that can simulate itself through artificial association networks. Association, deduction, and memory networks are learned, and a network is created by combining the discriminator and reinforcement learning models. This model can learn various datasets or data samples generated in environments and generate new data samples.
[ { "version": "v1", "created": "Thu, 4 Nov 2021 17:51:13 GMT" }, { "version": "v2", "created": "Fri, 5 Nov 2021 07:40:29 GMT" }, { "version": "v3", "created": "Wed, 17 Nov 2021 17:04:21 GMT" }, { "version": "v4", "created": "Mon, 27 Dec 2021 17:40:34 GMT" }, { "version": "v5", "created": "Thu, 30 Dec 2021 03:58:38 GMT" } ]
1,641,168,000,000
[ [ "Kim", "Seokjun", "" ], [ "Jang", "Jaeeun", "" ], [ "Kim", "Hyeoncheol", "" ] ]
2111.03059
Joao P. A. Dantas
Joao P. A. Dantas, Andre N. Costa, Diego Geraldo, Marcos R. O. A. Maximo and Takashi Yoneyama
Engagement Decision Support for Beyond Visual Range Air Combat
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
This work aims to provide an engagement decision support tool for Beyond Visual Range (BVR) air combat in the context of Defensive Counter Air (DCA) missions. In BVR air combat, engagement decision refers to the choice of the moment the pilot engages a target by assuming an offensive stance and executing corresponding maneuvers. To model this decision, we use the Brazilian Air Force's Aerospace Simulation Environment (Ambiente de Simula\c{c}\~ao Aeroespacial - ASA in Portuguese), which generated 3,729 constructive simulations lasting 12 minutes each and a total of 10,316 engagements. We analyzed all samples by an operational metric called the DCA index, which represents, based on the experience of subject matter experts, the degree of success in this type of mission. This metric considers the distances of the aircraft of the same team and the opposite team, the point of Combat Air Patrol, and the number of missiles used. By defining the engagement status right before it starts and the average of the DCA index throughout the engagement, we create a supervised learning model to determine the quality of a new engagement. An algorithm based on decision trees, working with the XGBoost library, provides a regression model to predict the DCA index with a coefficient of determination close to 0.8 and a Root Mean Square Error of 0.05 that can furnish parameters to the BVR pilot to decide whether or not to engage. Thus, using data obtained through simulations, this work contributes by building a decision support system based on machine learning for BVR air combat.
[ { "version": "v1", "created": "Thu, 4 Nov 2021 17:59:45 GMT" }, { "version": "v2", "created": "Wed, 17 Nov 2021 20:17:32 GMT" } ]
1,637,280,000,000
[ [ "Dantas", "Joao P. A.", "" ], [ "Costa", "Andre N.", "" ], [ "Geraldo", "Diego", "" ], [ "Maximo", "Marcos R. O. A.", "" ], [ "Yoneyama", "Takashi", "" ] ]
2111.03204
Enpeng Yuan
Enpeng Yuan, Pascal Van Hentenryck
Learning Model Predictive Controllers for Real-Time Ride-Hailing Vehicle Relocation and Pricing Decisions
arXiv admin note: text overlap with arXiv:2105.13461
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Large-scale ride-hailing systems often combine real-time routing at the individual request level with a macroscopic Model Predictive Control (MPC) optimization for dynamic pricing and vehicle relocation. The MPC relies on a demand forecast and optimizes over a longer time horizon to compensate for the myopic nature of the routing optimization. However, the longer horizon increases computational complexity and forces the MPC to operate at coarser spatial-temporal granularity, degrading the quality of its decisions. This paper addresses these computational challenges by learning the MPC optimization. The resulting machine-learning model then serves as the optimization proxy and predicts its optimal solutions. This makes it possible to use the MPC at higher spatial-temporal fidelity, since the optimizations can be solved and learned offline. Experimental results show that the proposed approach improves quality of service on challenging instances from the New York City dataset.
[ { "version": "v1", "created": "Fri, 5 Nov 2021 00:52:15 GMT" } ]
1,636,329,600,000
[ [ "Yuan", "Enpeng", "" ], [ "Van Hentenryck", "Pascal", "" ] ]
2111.03647
Nicky Lenaers
Nicky Lenaers and Martijn van Otterlo
Regular Decision Processes for Grid Worlds
21 pages, 10 figures, accepted for oral presentation at the AI & ML conference for Belgium, Netherlands & Luxemburg (BNAIC/BeneLearn 2021), 10-12 November, Luxembourg
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Markov decision processes are typically used for sequential decision making under uncertainty. For many aspects however, ranging from constrained or safe specifications to various kinds of temporal (non-Markovian) dependencies in task and reward structures, extensions are needed. To that end, in recent years interest has grown into combinations of reinforcement learning and temporal logic, that is, combinations of flexible behavior learning methods with robust verification and guarantees. In this paper we describe an experimental investigation of the recently introduced regular decision processes that support both non-Markovian reward functions as well as transition functions. In particular, we provide a tool chain for regular decision processes, algorithmic extensions relating to online, incremental learning, an empirical evaluation of model-free and model-based solution algorithms, and applications in regular, but non-Markovian, grid worlds.
[ { "version": "v1", "created": "Fri, 5 Nov 2021 17:54:43 GMT" }, { "version": "v2", "created": "Tue, 9 Nov 2021 08:55:21 GMT" } ]
1,636,502,400,000
[ [ "Lenaers", "Nicky", "" ], [ "van Otterlo", "Martijn", "" ] ]
2111.03728
Mihai Boicu
Gheorghe Tecuci, Dorin Marcu, Louis Kaiser and Mihai Boicu
Shared Model of Sense-making for Human-Machine Collaboration
Presented at AAAI FSS-21: Artificial Intelligence in Government and Public Sector, Washington, DC, USA
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-nd/4.0/
We present a model of sense-making that greatly facilitates the collaboration between an intelligent analyst and a knowledge-based agent. It is a general model grounded in the science of evidence and the scientific method of hypothesis generation and testing, where sense-making hypotheses that explain an observation are generated, relevant evidence is then discovered, and the hypotheses are tested based on the discovered evidence. We illustrate how the model enables an analyst to directly instruct the agent to understand situations involving the possible production of weapons (e.g., chemical warfare agents) and how the agent becomes increasingly more competent in understanding other situations from that domain (e.g., possible production of centrifuge-enriched uranium or of stealth fighter aircraft).
[ { "version": "v1", "created": "Fri, 5 Nov 2021 21:08:54 GMT" } ]
1,636,416,000,000
[ [ "Tecuci", "Gheorghe", "" ], [ "Marcu", "Dorin", "" ], [ "Kaiser", "Louis", "" ], [ "Boicu", "Mihai", "" ] ]
2111.03796
Donsuk Lee
Donsuk Lee, Samantha M. W. Wood, Justin N. Wood
Development of collective behavior in newborn artificial agents
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Collective behavior is widespread across the animal kingdom. To date, however, the developmental and mechanistic foundations of collective behavior have not been formally established. What learning mechanisms drive the development of collective behavior in newborn animals? Here, we used deep reinforcement learning and curiosity-driven learning -- two learning mechanisms deeply rooted in psychological and neuroscientific research -- to build newborn artificial agents that develop collective behavior. Like newborn animals, our agents learn collective behavior from raw sensory inputs in naturalistic environments. Our agents also learn collective behavior without external rewards, using only intrinsic motivation (curiosity) to drive learning. Specifically, when we raise our artificial agents in natural visual environments with groupmates, the agents spontaneously develop ego-motion, object recognition, and a preference for groupmates, rapidly learning all of the core skills required for collective behavior. This work bridges the divide between high-dimensional sensory inputs and collective action, resulting in a pixels-to-actions model of collective animal behavior. More generally, we show that two generic learning mechanisms -- deep reinforcement learning and curiosity-driven learning -- are sufficient to learn collective behavior from unsupervised natural experience.
[ { "version": "v1", "created": "Sat, 6 Nov 2021 03:46:31 GMT" } ]
1,636,416,000,000
[ [ "Lee", "Donsuk", "" ], [ "Wood", "Samantha M. W.", "" ], [ "Wood", "Justin N.", "" ] ]
2111.04051
Zf Wu
Zifan Wu, Chao Yu, Deheng Ye, Junge Zhang, Haiyin Piao, Hankz Hankui Zhuo
Coordinated Proximal Policy Optimization
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
We present Coordinated Proximal Policy Optimization (CoPPO), an algorithm that extends the original Proximal Policy Optimization (PPO) to the multi-agent setting. The key idea lies in the coordinated adaptation of step size during the policy update process among multiple agents. We prove the monotonicity of policy improvement when optimizing a theoretically-grounded joint objective, and derive a simplified optimization objective based on a set of approximations. We then interpret that such an objective in CoPPO can achieve dynamic credit assignment among agents, thereby alleviating the high variance issue during the concurrent update of agent policies. Finally, we demonstrate that CoPPO outperforms several strong baselines and is competitive with the latest multi-agent PPO method (i.e. MAPPO) under typical multi-agent settings, including cooperative matrix games and the StarCraft II micromanagement tasks.
[ { "version": "v1", "created": "Sun, 7 Nov 2021 11:14:19 GMT" } ]
1,636,416,000,000
[ [ "Wu", "Zifan", "" ], [ "Yu", "Chao", "" ], [ "Ye", "Deheng", "" ], [ "Zhang", "Junge", "" ], [ "Piao", "Haiyin", "" ], [ "Zhuo", "Hankz Hankui", "" ] ]
2111.04997
Jos\'e \'A. Segura-Muros
Jos\'e \'A. Segura-Muros and Juan Fern\'andez-Olivares and Ra\'ul P\'erez
Learning Numerical Action Models from Noisy Input Data
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-nd/4.0/
This paper presents the PlanMiner-N algorithm, a domain learning technique based on the PlanMiner domain learning algorithm. The algorithm presented here improves the learning capabilities of PlanMiner when using noisy data as input. The PlanMiner algorithm is able to infer arithmetic and logical expressions to learn numerical planning domains from the input data, but it was designed to work under situations of incompleteness making it unreliable when facing noisy input data. In this paper, we propose a series of enhancements to the learning process of PlanMiner to expand its capabilities to learn from noisy data. These methods preprocess the input data by detecting noise and filtering it and study the learned action models learned to find erroneous preconditions/effects in them. The methods proposed in this paper were tested using a set of domains from the International Planning Competition (IPC). The results obtained indicate that PlanMiner-N improves the performance of PlanMiner greatly when facing noisy input data.
[ { "version": "v1", "created": "Tue, 9 Nov 2021 08:36:23 GMT" } ]
1,636,502,400,000
[ [ "Segura-Muros", "José Á.", "" ], [ "Fernández-Olivares", "Juan", "" ], [ "Pérez", "Raúl", "" ] ]
2111.05157
Stefania Costantini
Stefania Costantini
Self-checking Logical Agents
Proceedings currently not available on the web
Proceedings of the Eighth Latin American Workshop on Logic/Languages, Algorithms and New Methods of Reasoning 2012, CEUR Workshop Proceedings 911, pp. 3-30, Invited paper
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents a comprehensive framework for run-time self-checking of logical agents, by means of temporal axioms to be dynamically checked. These axioms are specified by using an agent-oriented interval temporal logic defined to this purpose. We define syntax, semantics and pragmatics for this new logic, specifically tailored for application to agents. In the resulting framework, we encompass and extend our past work.
[ { "version": "v1", "created": "Tue, 9 Nov 2021 14:13:41 GMT" } ]
1,636,502,400,000
[ [ "Costantini", "Stefania", "" ] ]
2111.05514
Dohae Lee
Dohae Lee, Young Jin Oh, and In-Kwon Lee
Discovering Latent Representations of Relations for Interacting Systems
Accepted by IEEE Access on Oct. 25, 2021
null
10.1109/ACCESS.2021.3125335
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Systems whose entities interact with each other are common. In many interacting systems, it is difficult to observe the relations between entities which is the key information for analyzing the system. In recent years, there has been increasing interest in discovering the relationships between entities using graph neural networks. However, existing approaches are difficult to apply if the number of relations is unknown or if the relations are complex. We propose the DiScovering Latent Relation (DSLR) model, which is flexibly applicable even if the number of relations is unknown or many types of relations exist. The flexibility of our DSLR model comes from the design concept of our encoder that represents the relation between entities in a latent space rather than a discrete variable and a decoder that can handle many types of relations. We performed the experiments on synthetic and real-world graph data with various relationships between entities, and compared the qualitative and quantitative results with other approaches. The experiments show that the proposed method is suitable for analyzing dynamic graphs with an unknown number of complex relations.
[ { "version": "v1", "created": "Wed, 10 Nov 2021 03:32:09 GMT" } ]
1,636,588,800,000
[ [ "Lee", "Dohae", "" ], [ "Oh", "Young Jin", "" ], [ "Lee", "In-Kwon", "" ] ]
2111.05527
Yizhou Zhao
Yizhou Zhao, Kaixiang Lin, Zhiwei Jia, Qiaozi Gao, Govind Thattai, Jesse Thomason, Gaurav S.Sukhatme
LUMINOUS: Indoor Scene Generation for Embodied AI Challenges
2021 paper, Amazon
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Learning-based methods for training embodied agents typically require a large number of high-quality scenes that contain realistic layouts and support meaningful interactions. However, current simulators for Embodied AI (EAI) challenges only provide simulated indoor scenes with a limited number of layouts. This paper presents Luminous, the first research framework that employs state-of-the-art indoor scene synthesis algorithms to generate large-scale simulated scenes for Embodied AI challenges. Further, we automatically and quantitatively evaluate the quality of generated indoor scenes via their ability to support complex household tasks. Luminous incorporates a novel scene generation algorithm (Constrained Stochastic Scene Generation (CSSG)), which achieves competitive performance with human-designed scenes. Within Luminous, the EAI task executor, task instruction generation module, and video rendering toolkit can collectively generate a massive multimodal dataset of new scenes for the training and evaluation of Embodied AI agents. Extensive experimental results demonstrate the effectiveness of the data generated by Luminous, enabling the comprehensive assessment of embodied agents on generalization and robustness.
[ { "version": "v1", "created": "Wed, 10 Nov 2021 04:43:42 GMT" } ]
1,636,588,800,000
[ [ "Zhao", "Yizhou", "" ], [ "Lin", "Kaixiang", "" ], [ "Jia", "Zhiwei", "" ], [ "Gao", "Qiaozi", "" ], [ "Thattai", "Govind", "" ], [ "Thomason", "Jesse", "" ], [ "Sukhatme", "Gaurav S.", "" ] ]
2111.05819
Yunkun Xu
Yunkun Xu, Zhenyu Liu, Guifang Duan, Jiangcheng Zhu, Xiaolong Bai, Jianrong Tan
Look Before You Leap: Safe Model-Based Reinforcement Learning with Human Intervention
CoRL 2021 accepted
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Safety has become one of the main challenges of applying deep reinforcement learning to real world systems. Currently, the incorporation of external knowledge such as human oversight is the only means to prevent the agent from visiting the catastrophic state. In this paper, we propose MBHI, a novel framework for safe model-based reinforcement learning, which ensures safety in the state-level and can effectively avoid both "local" and "non-local" catastrophes. An ensemble of supervised learners are trained in MBHI to imitate human blocking decisions. Similar to human decision-making process, MBHI will roll out an imagined trajectory in the dynamics model before executing actions to the environment, and estimate its safety. When the imagination encounters a catastrophe, MBHI will block the current action and use an efficient MPC method to output a safety policy. We evaluate our method on several safety tasks, and the results show that MBHI achieved better performance in terms of sample efficiency and number of catastrophes compared to the baselines.
[ { "version": "v1", "created": "Wed, 10 Nov 2021 17:25:37 GMT" }, { "version": "v2", "created": "Tue, 16 Nov 2021 12:43:05 GMT" } ]
1,637,107,200,000
[ [ "Xu", "Yunkun", "" ], [ "Liu", "Zhenyu", "" ], [ "Duan", "Guifang", "" ], [ "Zhu", "Jiangcheng", "" ], [ "Bai", "Xiaolong", "" ], [ "Tan", "Jianrong", "" ] ]
2111.05884
Martin Schmid
Martin Schmid
Search in Imperfect Information Games
doctoral thesis
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
From the very dawn of the field, search with value functions was a fundamental concept of computer games research. Turing's chess algorithm from 1950 was able to think two moves ahead, and Shannon's work on chess from $1950$ includes an extensive section on evaluation functions to be used within a search. Samuel's checkers program from 1959 already combines search and value functions that are learned through self-play and bootstrapping. TD-Gammon improves upon those ideas and uses neural networks to learn those complex value functions -- only to be again used within search. The combination of decision-time search and value functions has been present in the remarkable milestones where computers bested their human counterparts in long standing challenging games -- DeepBlue for Chess and AlphaGo for Go. Until recently, this powerful framework of search aided with (learned) value functions has been limited to perfect information games. As many interesting problems do not provide the agent perfect information of the environment, this was an unfortunate limitation. This thesis introduces the reader to sound search for imperfect information games.
[ { "version": "v1", "created": "Wed, 10 Nov 2021 19:06:15 GMT" } ]
1,636,675,200,000
[ [ "Schmid", "Martin", "" ] ]
2111.06366
Seemran Mishra
Jorge Fandinno, Seemran Mishra, Javier Romero, Torsten Schaub
Answer Set Programming Made Easy
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
We take up an idea from the folklore of Answer Set Programming, namely that choices, integrity constraints along with a restricted rule format is sufficient for Answer Set Programming. We elaborate upon the foundations of this idea in the context of the logic of Here-and-There and show how it can be derived from the logical principle of extension by definition. We then provide an austere form of logic programs that may serve as a normalform for logic programs similar to conjunctive normalform in classical logic. Finally, we take the key ideas and propose a modeling methodology for ASP beginners and illustrate how it can be used.
[ { "version": "v1", "created": "Thu, 11 Nov 2021 18:27:09 GMT" }, { "version": "v2", "created": "Wed, 24 Nov 2021 15:00:19 GMT" } ]
1,637,798,400,000
[ [ "Fandinno", "Jorge", "" ], [ "Mishra", "Seemran", "" ], [ "Romero", "Javier", "" ], [ "Schaub", "Torsten", "" ] ]
2111.06803
Christopher Gagne
Chris Gagne and Peter Dayan
Two steps to risk sensitivity
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Distributional reinforcement learning (RL) -- in which agents learn about all the possible long-term consequences of their actions, and not just the expected value -- is of great recent interest. One of the most important affordances of a distributional view is facilitating a modern, measured, approach to risk when outcomes are not completely certain. By contrast, psychological and neuroscientific investigations into decision making under risk have utilized a variety of more venerable theoretical models such as prospect theory that lack axiomatically desirable properties such as coherence. Here, we consider a particularly relevant risk measure for modeling human and animal planning, called conditional value-at-risk (CVaR), which quantifies worst-case outcomes (e.g., vehicle accidents or predation). We first adopt a conventional distributional approach to CVaR in a sequential setting and reanalyze the choices of human decision-makers in the well-known two-step task, revealing substantial risk aversion that had been lurking under stickiness and perseveration. We then consider a further critical property of risk sensitivity, namely time consistency, showing alternatives to this form of CVaR that enjoy this desirable characteristic. We use simulations to examine settings in which the various forms differ in ways that have implications for human and animal planning and behavior.
[ { "version": "v1", "created": "Fri, 12 Nov 2021 16:27:47 GMT" } ]
1,636,934,400,000
[ [ "Gagne", "Chris", "" ], [ "Dayan", "Peter", "" ] ]
2111.06804
Christopher Gagne
Chris Gagne and Peter Dayan
Catastrophe, Compounding & Consistency in Choice
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Conditional value-at-risk (CVaR) precisely characterizes the influence that rare, catastrophic events can exert over decisions. Such characterizations are important for both normal decision-making and for psychiatric conditions such as anxiety disorders -- especially for sequences of decisions that might ultimately lead to disaster. CVaR, like other well-founded risk measures, compounds in complex ways over such sequences -- and we recently formalized three structurally different forms in which risk either averages out or multiplies. Unfortunately, existing cognitive tasks fail to discriminate these approaches well; here, we provide examples that highlight their unique characteristics, and make formal links to temporal discounting for the two of the approaches that are time consistent. These examples can ground future experiments with the broader aim of characterizing risk attitudes, especially for longer horizon problems and in psychopathological populations.
[ { "version": "v1", "created": "Fri, 12 Nov 2021 16:33:06 GMT" } ]
1,636,934,400,000
[ [ "Gagne", "Chris", "" ], [ "Dayan", "Peter", "" ] ]
2111.06854
Ling Cai
Ling Cai, Krzysztof Janowic, Bo Yan, Rui Zhu and Gengchen Mai
Time in a Box: Advancing Knowledge Graph Completion with Temporal Scopes
null
null
10.1145/3460210.3493566
null
cs.AI
http://creativecommons.org/publicdomain/zero/1.0/
Almost all statements in knowledge bases have a temporal scope during which they are valid. Hence, knowledge base completion (KBC) on temporal knowledge bases (TKB), where each statement \textit{may} be associated with a temporal scope, has attracted growing attention. Prior works assume that each statement in a TKB \textit{must} be associated with a temporal scope. This ignores the fact that the scoping information is commonly missing in a KB. Thus prior work is typically incapable of handling generic use cases where a TKB is composed of temporal statements with/without a known temporal scope. In order to address this issue, we establish a new knowledge base embedding framework, called TIME2BOX, that can deal with atemporal and temporal statements of different types simultaneously. Our main insight is that answers to a temporal query always belong to a subset of answers to a time-agnostic counterpart. Put differently, time is a filter that helps pick out answers to be correct during certain periods. We introduce boxes to represent a set of answer entities to a time-agnostic query. The filtering functionality of time is modeled by intersections over these boxes. In addition, we generalize current evaluation protocols on time interval prediction. We describe experiments on two datasets and show that the proposed method outperforms state-of-the-art (SOTA) methods on both link prediction and time prediction.
[ { "version": "v1", "created": "Fri, 12 Nov 2021 18:17:07 GMT" } ]
1,636,934,400,000
[ [ "Cai", "Ling", "" ], [ "Janowic", "Krzysztof", "" ], [ "Yan", "Bo", "" ], [ "Zhu", "Rui", "" ], [ "Mai", "Gengchen", "" ] ]
2111.06908
Yanou Ramon
Yanou Ramon, Sandra C. Matz, R.A. Farrokhnia, David Martens
Explainable AI for Psychological Profiling from Digital Footprints: A Case Study of Big Five Personality Predictions from Spending Data
24 pages, 12 figures, 6 tables
null
10.3390/info12120518
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Every step we take in the digital world leaves behind a record of our behavior; a digital footprint. Research has suggested that algorithms can translate these digital footprints into accurate estimates of psychological characteristics, including personality traits, mental health or intelligence. The mechanisms by which AI generates these insights, however, often remain opaque. In this paper, we show how Explainable AI (XAI) can help domain experts and data subjects validate, question, and improve models that classify psychological traits from digital footprints. We elaborate on two popular XAI methods (rule extraction and counterfactual explanations) in the context of Big Five personality predictions (traits and facets) from financial transactions data (N = 6,408). First, we demonstrate how global rule extraction sheds light on the spending patterns identified by the model as most predictive for personality, and discuss how these rules can be used to explain, validate, and improve the model. Second, we implement local rule extraction to show that individuals are assigned to personality classes because of their unique financial behavior, and that there exists a positive link between the model's prediction confidence and the number of features that contributed to the prediction. Our experiments highlight the importance of both global and local XAI methods. By better understanding how predictive models work in general as well as how they derive an outcome for a particular person, XAI promotes accountability in a world in which AI impacts the lives of billions of people around the world.
[ { "version": "v1", "created": "Fri, 12 Nov 2021 19:28:56 GMT" } ]
1,639,699,200,000
[ [ "Ramon", "Yanou", "" ], [ "Matz", "Sandra C.", "" ], [ "Farrokhnia", "R. A.", "" ], [ "Martens", "David", "" ] ]
2111.06928
Tristan Cazenave
Julien Sentuc and Tristan Cazenave and Jean-Yves Lucas
Generalized Nested Rollout Policy Adaptation with Dynamic Bias for Vehicle Routing
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
In this paper we present an extension of the Nested Rollout Policy Adaptation algorithm (NRPA), namely the Generalized Nested Rollout Policy Adaptation (GNRPA), as well as its use for solving some instances of the Vehicle Routing Problem. We detail some results obtained on the Solomon instances set which is a conventional benchmark for the Vehicle Routing Problem (VRP). We show that on all instances, GNRPA performs better than NRPA. On some instances, it performs better than the Google OR Tool module dedicated to VRP.
[ { "version": "v1", "created": "Fri, 12 Nov 2021 20:30:12 GMT" }, { "version": "v2", "created": "Wed, 29 Dec 2021 18:29:14 GMT" } ]
1,640,822,400,000
[ [ "Sentuc", "Julien", "" ], [ "Cazenave", "Tristan", "" ], [ "Lucas", "Jean-Yves", "" ] ]
2111.07263
Tenzin Jinpa
Tenzin Jinpa and Yong Gao
Code Representation Learning with Pr\"ufer Sequences
Paper has been accepted in AAAI-22 Student Abstract and Poster Program (SA-22)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
An effective and efficient encoding of the source code of a computer program is critical to the success of sequence-to-sequence deep neural network models for tasks in computer program comprehension, such as automated code summarization and documentation. A significant challenge is to find a sequential representation that captures the structural/syntactic information in a computer program and facilitates the training of the learning models. In this paper, we propose to use the Pr\"ufer sequence of the Abstract Syntax Tree (AST) of a computer program to design a sequential representation scheme that preserves the structural information in an AST. Our representation makes it possible to develop deep-learning models in which signals carried by lexical tokens in the training examples can be exploited automatically and selectively based on their syntactic role and importance. Unlike other recently-proposed approaches, our representation is concise and lossless in terms of the structural information of the AST. Empirical studies on real-world benchmark datasets, using a sequence-to-sequence learning model we designed for code summarization, show that our Pr\"ufer-sequence-based representation is indeed highly effective and efficient, outperforming significantly all the recently-proposed deep-learning models we used as the baseline models.
[ { "version": "v1", "created": "Sun, 14 Nov 2021 07:27:38 GMT" } ]
1,637,020,800,000
[ [ "Jinpa", "Tenzin", "" ], [ "Gao", "Yong", "" ] ]
2111.07568
Minghao Liu
Minghao Liu, Fuqi Jia, Pei Huang, Fan Zhang, Yuchen Sun, Shaowei Cai, Feifei Ma, Jian Zhang
Can Graph Neural Networks Learn to Solve MaxSAT Problem?
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
With the rapid development of deep learning techniques, various recent work has tried to apply graph neural networks (GNNs) to solve NP-hard problems such as Boolean Satisfiability (SAT), which shows the potential in bridging the gap between machine learning and symbolic reasoning. However, the quality of solutions predicted by GNNs has not been well investigated in the literature. In this paper, we study the capability of GNNs in learning to solve Maximum Satisfiability (MaxSAT) problem, both from theoretical and practical perspectives. We build two kinds of GNN models to learn the solution of MaxSAT instances from benchmarks, and show that GNNs have attractive potential to solve MaxSAT problem through experimental evaluation. We also present a theoretical explanation of the effect that GNNs can learn to solve MaxSAT problem to some extent for the first time, based on the algorithmic alignment theory.
[ { "version": "v1", "created": "Mon, 15 Nov 2021 07:33:33 GMT" } ]
1,637,020,800,000
[ [ "Liu", "Minghao", "" ], [ "Jia", "Fuqi", "" ], [ "Huang", "Pei", "" ], [ "Zhang", "Fan", "" ], [ "Sun", "Yuchen", "" ], [ "Cai", "Shaowei", "" ], [ "Ma", "Feifei", "" ], [ "Zhang", "Jian", "" ] ]
2111.07631
Qiyue Yin
Qiyue Yin, Jun Yang, Kaiqi Huang, Meijing Zhao, Wancheng Ni, Bin Liang, Yan Huang, Shu Wu, Liang Wang
AI in Human-computer Gaming: Techniques, Challenges and Opportunities
null
Machine Intelligence Research, 2023 (https://link.springer.com/article/10.1007/s11633-022-1384-6)
10.1007/s11633-022-1384-6
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
With breakthrough of the AlphaGo, human-computer gaming AI has ushered in a big explosion, attracting more and more researchers all around the world. As a recognized standard for testing artificial intelligence, various human-computer gaming AI systems (AIs) have been developed such as the Libratus, OpenAI Five and AlphaStar, beating professional human players. The rapid development of human-computer gaming AIs indicate a big step of decision making intelligence, and it seems that current techniques can handle very complex human-computer games. So, one natural question raises: what are the possible challenges of current techniques in human-computer gaming, and what are the future trends? To answer the above question, in this paper, we survey recent successful game AIs, covering board game AIs, card game AIs, first-person shooting game AIs and real time strategy game AIs. Through this survey, we 1) compare the main difficulties among different kinds of games and the corresponding techniques utilized for achieving professional human level AIs; 2) summarize the mainstream frameworks and techniques that can be properly relied on for developing AIs for complex human-computer gaming; 3) raise the challenges or drawbacks of current techniques in the successful AIs; and 4) try to point out future trends in human-computer gaming AIs. Finally, we hope this brief review can provide an introduction for beginners, and inspire insights for researchers in the field of AI in human-computer gaming.
[ { "version": "v1", "created": "Mon, 15 Nov 2021 09:35:53 GMT" }, { "version": "v2", "created": "Thu, 18 Aug 2022 01:56:59 GMT" } ]
1,711,929,600,000
[ [ "Yin", "Qiyue", "" ], [ "Yang", "Jun", "" ], [ "Huang", "Kaiqi", "" ], [ "Zhao", "Meijing", "" ], [ "Ni", "Wancheng", "" ], [ "Liang", "Bin", "" ], [ "Huang", "Yan", "" ], [ "Wu", "Shu", "" ], [ "Wang", "Liang", "" ] ]
2111.07648
Gonzalo Imaz
Gonzalo E. Imaz
The Possibilistic Horn Non-Clausal Knowledge Bases
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Posibilistic logic is the most extended approach to handle uncertain and partially inconsistent information. Regarding normal forms, advances in possibilistic reasoning are mostly focused on clausal form. Yet, the encoding of real-world problems usually results in a non-clausal (NC) formula and NC-to-clausal translators produce severe drawbacks that heavily limit the practical performance of clausal reasoning. Thus, by computing formulas in its original NC form, we propose several contributions showing that notable advances are also possible in possibilistic non-clausal reasoning. {\em Firstly,} we define the class of {\em Possibilistic Horn Non-Clausal Knowledge Bases,} or $\mathcal{\overline{H}}_\Sigma$, which subsumes the classes: possibilistic Horn and propositional Horn-NC. $\mathcal{\overline{H}}_\Sigma $ is shown to be a kind of NC analogous of the standard Horn class. {\em Secondly}, we define {\em Possibilistic Non-Clausal Unit-Resolution,} or $ \mathcal{UR}_\Sigma $, and prove that $ \mathcal{UR}_\Sigma $ correctly computes the inconsistency degree of $\mathcal{\overline{H}}_\Sigma $members. $\mathcal{UR}_\Sigma $ had not been proposed before and is formulated in a clausal-like manner, which eases its understanding, formal proofs and future extension towards non-clausal resolution. {\em Thirdly}, we prove that computing the inconsistency degree of $\mathcal{\overline{H}}_\Sigma $ members takes polynomial time. Although there already exist tractable classes in possibilistic logic, all of them are clausal, and thus, $\mathcal{\overline{H}}_\Sigma $ turns out to be the first characterized polynomial non-clausal class within possibilistic reasoning.
[ { "version": "v1", "created": "Mon, 15 Nov 2021 10:18:49 GMT" } ]
1,637,020,800,000
[ [ "Imaz", "Gonzalo E.", "" ] ]
2111.07734
Soeren Hougaard Mulvad
Nguyen Van Hoang and Soeren Hougaard Mulvad and Dexter Neo Yuan Rong and Yang Yue
Zero-Shot Learning in Named-Entity Recognition with External Knowledge
4 main pages, 5 including broader impact and references. 4 figures. 2 equations. 2 tables. For code, see https://github.com/shmulvad/zero-for-ner
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
A significant shortcoming of current state-of-the-art (SOTA) named-entity recognition (NER) systems is their lack of generalization to unseen domains, which poses a major problem since obtaining labeled data for NER in a new domain is expensive and time-consuming. We propose ZERO, a model that performs zero-shot and few-shot learning in NER to generalize to unseen domains by incorporating pre-existing knowledge in the form of semantic word embeddings. ZERO first obtains contextualized word representations of input sentences using the model LUKE, reduces their dimensionality, and compares them directly with the embeddings of the external knowledge, allowing ZERO to be trained to recognize unseen output entities. We find that ZERO performs well on unseen NER domains with an average macro F1 score of 0.23, outperforms LUKE in few-shot learning, and even achieves competitive scores on an in-domain comparison. The performance across source-target domain pairs is shown to be inversely correlated with the pairs' KL divergence.
[ { "version": "v1", "created": "Mon, 15 Nov 2021 13:28:27 GMT" } ]
1,637,020,800,000
[ [ "Van Hoang", "Nguyen", "" ], [ "Mulvad", "Soeren Hougaard", "" ], [ "Rong", "Dexter Neo Yuan", "" ], [ "Yue", "Yang", "" ] ]
2111.07765
Jobst Landgrebe
Jobst Landgrebe, Barry Smith
An argument for the impossibility of machine intelligence
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-nd/4.0/
Since the noun phrase `artificial intelligence' (AI) was coined, it has been debated whether humans are able to create intelligence using technology. We shed new light on this question from the point of view of themodynamics and mathematics. First, we define what it is to be an agent (device) that could be the bearer of AI. Then we show that the mainstream definitions of `intelligence' proposed by Hutter and others and still accepted by the AI community are too weak even to capture what is involved when we ascribe intelligence to an insect. We then summarise the highly useful definition of basic (arthropod) intelligence proposed by Rodney Brooks, and we identify the properties that an AI agent would need to possess in order to be the bearer of intelligence by this definition. Finally, we show that, from the perspective of the disciplines needed to create such an agent, namely mathematics and physics, these properties are realisable by neither implicit nor explicit mathematical design nor by setting up an environment in which an AI could evolve spontaneously.
[ { "version": "v1", "created": "Wed, 20 Oct 2021 08:54:48 GMT" } ]
1,637,020,800,000
[ [ "Landgrebe", "Jobst", "" ], [ "Smith", "Barry", "" ] ]
2111.07779
Sekou Remy
Sekou L Remy, Aisha Walcott-Bryant, Nelson K Bore, Charles M Wachira, Julian Kuenhert
Overcoming Digital Gravity when using AI in Public Health Decisions
Presented at AAAI FSS-21: Artificial Intelligence in Government and Public Sector, Washington, DC, USA
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In popular usage, Data Gravity refers to the ability of a body of data to attract applications, services and other data. In this work we introduce a broader concept, "Digital Gravity" which includes not just data, but other elements of the AI/ML workflow. This concept is born out of our recent experiences in developing and deploying an AI-based decision support platform intended for use in a public health context. In addition to data, examples of additional considerations are compute (infrastructure and software), DevSecOps (personnel and practices), algorithms/programs, control planes, middleware (considered separately from programs), and even companies/service providers. We discuss the impact of Digital Gravity on the pathway to adoption and suggest preliminary approaches to conceptualize and mitigate the friction caused by it.
[ { "version": "v1", "created": "Fri, 5 Nov 2021 01:33:38 GMT" } ]
1,637,020,800,000
[ [ "Remy", "Sekou L", "" ], [ "Walcott-Bryant", "Aisha", "" ], [ "Bore", "Nelson K", "" ], [ "Wachira", "Charles M", "" ], [ "Kuenhert", "Julian", "" ] ]
2111.07876
Mugurel-Ionut Andreica
Mugurel-Ionut Andreica
Winning Solution of the AIcrowd SBB Flatland Challenge 2019-2020
Presented at the Flatland Challenge workshop at AMLD 2020 (https://appliedmldays.org/events/amld-epfl-2020/challenges/flatland-challenge)
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
This report describes the main ideas of the solution which won the AIcrowd SBB Flatland Challenge 2019-2020, with a score of 99% (meaning that, on average, 99% of the agents were routed to their destinations within the allotted time steps). The details of the task can be found on the competition's website. The solution consists of 2 major components: 1) A component which (re-)generates paths over a time-expanded graph for each agent 2) A component which updates the agent paths after a malfunction occurs, in order to try to preserve the same agent ordering of entering each cell as before the malfunction. The goal of this component is twofold: a) to (try to) avoid deadlocks b) to bring the system back to a consistent state (where each agent has a feasible path over the time-expanded graph). I am discussing both of these components, as well as a series of potentially promising, but unexplored ideas, below.
[ { "version": "v1", "created": "Thu, 11 Nov 2021 22:55:43 GMT" } ]
1,637,020,800,000
[ [ "Andreica", "Mugurel-Ionut", "" ] ]
2111.08156
Haofeng Liu
Haofeng Liu, Yiwen Chen, Jiayi Tan, Marcelo H Ang Jr
Improving Learning from Demonstrations by Learning from Experience
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
How to make imitation learning more general when demonstrations are relatively limited has been a persistent problem in reinforcement learning (RL). Poor demonstrations lead to narrow and biased date distribution, non-Markovian human expert demonstration makes it difficult for the agent to learn, and over-reliance on sub-optimal trajectories can make it hard for the agent to improve its performance. To solve these problems we propose a new algorithm named TD3fG that can smoothly transition from learning from experts to learning from experience. Our algorithm achieves good performance in the MUJOCO environment with limited and sub-optimal demonstrations. We use behavior cloning to train the network as a reference action generator and utilize it in terms of both loss function and exploration noise. This innovation can help agents extract a priori knowledge from demonstrations while reducing the detrimental effects of the poor Markovian properties of the demonstrations. It has a better performance compared to the BC+ fine-tuning and DDPGfD approach, especially when the demonstrations are relatively limited. We call our method TD3fG meaning TD3 from a generator.
[ { "version": "v1", "created": "Tue, 16 Nov 2021 00:40:31 GMT" } ]
1,637,107,200,000
[ [ "Liu", "Haofeng", "" ], [ "Chen", "Yiwen", "" ], [ "Tan", "Jiayi", "" ], [ "Ang", "Marcelo H", "Jr" ] ]
2111.08246
Wushuang Wang
Shuyun Luo, Wushuang Wang, Mengyuan Fang, and Weiqiang Xu
Self-encoding Barnacle Mating Optimizer Algorithm for Manpower Scheduling in Flow Shop
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Flow Shop Scheduling (FSS) has been widely researched due to its application in many types of fields, while the human participant brings great challenges to this problem. Manpower scheduling captures attention for assigning workers with diverse proficiency to the appropriate stages, which is of great significance to production efficiency. In this paper, we present a novel algorithm called Self-encoding Barnacle Mating Optimizer (SBMO), which solves the FSS problem considering worker proficiency, defined as a new problem, Flow Shop Manpower Scheduling Problem (FSMSP). The highlight of the SBMO algorithm is the combination with the encoding method, crossover and mutation operators. Moreover, in order to solve the local optimum problem, we design a neighborhood search scheme. Finally, the extensive comparison simulations are conducted to demonstrate the superiority of the proposed SBMO. The results indicate the effectiveness of SBMO in approximate ratio, powerful stability, and execution time, compared with the classic and popular counterparts.
[ { "version": "v1", "created": "Tue, 16 Nov 2021 06:06:34 GMT" } ]
1,637,107,200,000
[ [ "Luo", "Shuyun", "" ], [ "Wang", "Wushuang", "" ], [ "Fang", "Mengyuan", "" ], [ "Xu", "Weiqiang", "" ] ]
2111.08322
Tongwen Huang
Tongwen Huang and Xihua Li
An Empirical Study of Finding Similar Exercises
35th Conference on Neural Information Processing Systems (NeurIPS 2021) Workshop on Math AI for Education(MATHAI4ED)
35th Conference on Neural Information Processing Systems (NeurIPS 2021) Workshop on Math AI for Education (MATHAI4ED)
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
Education artificial intelligence aims to profit tasks in the education domain such as intelligent test paper generation and consolidation exercises where the main technique behind is how to match the exercises, known as the finding similar exercises(FSE) problem. Most of these approaches emphasized their model abilities to represent the exercise, unfortunately there are still many challenges such as the scarcity of data, insufficient understanding of exercises and high label noises. We release a Chinese education pre-trained language model BERT$_{Edu}$ for the label-scarce dataset and introduce the exercise normalization to overcome the diversity of mathematical formulas and terms in exercise. We discover new auxiliary tasks in an innovative way depends on problem-solving ideas and propose a very effective MoE enhanced multi-task model for FSE task to attain better understanding of exercises. In addition, confidence learning was utilized to prune train-set and overcome high noises in labeling data. Experiments show that these methods proposed in this paper are very effective.
[ { "version": "v1", "created": "Tue, 16 Nov 2021 09:39:14 GMT" } ]
1,637,193,600,000
[ [ "Huang", "Tongwen", "" ], [ "Li", "Xihua", "" ] ]
2111.08361
Aviral Chharia
Aviral Chharia, Shivu Chauhan, Rahul Upadhyay, Vinay Kumar
From Convolutions towards Spikes: The Environmental Metric that the Community currently Misses
NeurIPS 2021 Human-Centered AI Workshop
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Today, the AI community is obsessed with 'state-of-the-art' scores (80% papers in NeurIPS) as the major performance metrics, due to which an important parameter, i.e., the environmental metric, remains unreported. Computational capabilities were a limiting factor a decade ago; however, in foreseeable future circumstances, the challenge will be to develop environment-friendly and power-efficient algorithms. The human brain, which has been optimizing itself for almost a million years, consumes the same amount of power as a typical laptop. Therefore, developing nature-inspired algorithms is one solution to it. In this study, we show that currently used ANNs are not what we find in nature, and why, although having lower performance, spiking neural networks, which mirror the mammalian visual cortex, have attracted much interest. We further highlight the hardware gaps restricting the researchers from using spike-based computation for developing neuromorphic energy-efficient microchips on a large scale. Using neuromorphic processors instead of traditional GPUs might be more environment friendly and efficient. These processors will turn SNNs into an ideal solution for the problem. This paper presents in-depth attention highlighting the current gaps, the lack of comparative research, while proposing new research directions at the intersection of two fields -- neuroscience and deep learning. Further, we define a new evaluation metric 'NATURE' for reporting the carbon footprint of AI models.
[ { "version": "v1", "created": "Tue, 16 Nov 2021 11:04:42 GMT" } ]
1,637,107,200,000
[ [ "Chharia", "Aviral", "" ], [ "Chauhan", "Shivu", "" ], [ "Upadhyay", "Rahul", "" ], [ "Kumar", "Vinay", "" ] ]
2111.08486
N'dah Jean Kouagou
N'Dah Jean Kouagou, Stefan Heindorf, Caglar Demir, Axel-Cyrille Ngonga Ngomo
Neural Class Expression Synthesis
11 pages, 4 figures, 7 tables
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Most existing approaches for class expression learning in description logics are search algorithms. As the search space of these approaches is infinite, they often fail to scale to large learning problems. Our main intuition is that class expression learning can be regarded as a translation problem. Based thereupon, we propose a new family of class expression learning approaches which we dub neural class expression synthesis. Instances of this new family circumvent the high search costs entailed by current algorithms by translating training examples into class expressions in a fashion akin to machine translation solutions. Consequently, they are not subject to the runtime limitations of search-based approaches post training. We study three instances of this novel family of approaches to synthesize class expressions from sets of positive and negative examples. An evaluation of our approach on four benchmark datasets suggests that it can effectively synthesize high-quality class expressions with respect to the input examples in approximately one second on average. Moreover, a comparison to other state-of-the-art approaches suggests that we achieve better F-measures on large datasets. For reproducibility purposes, we provide our implementation as well as pretrained models in our public GitHub repository at https://github.com/fosterreproducibleresearch/NCES
[ { "version": "v1", "created": "Tue, 16 Nov 2021 14:05:24 GMT" }, { "version": "v2", "created": "Thu, 18 Nov 2021 09:31:47 GMT" }, { "version": "v3", "created": "Mon, 19 Dec 2022 13:11:22 GMT" } ]
1,671,494,400,000
[ [ "Kouagou", "N'Dah Jean", "" ], [ "Heindorf", "Stefan", "" ], [ "Demir", "Caglar", "" ], [ "Ngomo", "Axel-Cyrille Ngonga", "" ] ]
2111.08587
Miguel Suau
Miguel Suau, Alexandros Agapitos, David Lynch, Derek Farrell, Mingqi Zhou, Aleksandar Milenovic
Offline Contextual Bandits for Wireless Network Optimization
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
The explosion in mobile data traffic together with the ever-increasing expectations for higher quality of service call for the development of AI algorithms for wireless network optimization. In this paper, we investigate how to learn policies that can automatically adjust the configuration parameters of every cell in the network in response to the changes in the user demand. Our solution combines existent methods for offline learning and adapts them in a principled way to overcome crucial challenges arising in this context. Empirical results suggest that our proposed method will achieve important performance gains when deployed in the real network while satisfying practical constrains on computational efficiency.
[ { "version": "v1", "created": "Thu, 11 Nov 2021 11:31:20 GMT" } ]
1,637,107,200,000
[ [ "Suau", "Miguel", "" ], [ "Agapitos", "Alexandros", "" ], [ "Lynch", "David", "" ], [ "Farrell", "Derek", "" ], [ "Zhou", "Mingqi", "" ], [ "Milenovic", "Aleksandar", "" ] ]
2111.08625
Yuansheng Zhu
Yuansheng Zhu, Weishi Shi, Deep Shankar Pandey, Yang Liu, Xiaofan Que, Daniel E. Krutz, and Qi Yu
Uncertainty-Aware Multiple Instance Learning from Large-Scale Long Time Series Data
Accepted to IEEE BigData 2021 as short paper; Revised in 11/20/20121
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose a novel framework to classify large-scale time series data with long duration. Long time seriesclassification (L-TSC) is a challenging problem because the dataoften contains a large amount of irrelevant information to theclassification target. The irrelevant period degrades the classifica-tion performance while the relevance is unknown to the system.This paper proposes an uncertainty-aware multiple instancelearning (MIL) framework to identify the most relevant periodautomatically. The predictive uncertainty enables designing anattention mechanism that forces the MIL model to learn from thepossibly discriminant period. Moreover, the predicted uncertaintyyields a principled estimator to identify whether a prediction istrustworthy or not. We further incorporate another modality toaccommodate unreliable predictions by training a separate modelbased on its availability and conduct uncertainty aware fusion toproduce the final prediction. Systematic evaluation is conductedon the Automatic Identification System (AIS) data, which is col-lected to identify and track real-world vessels. Empirical resultsdemonstrate that the proposed method can effectively detect thetypes of vessels based on the trajectory and the uncertainty-awarefusion with other available data modality (Synthetic-ApertureRadar or SAR imagery is used in our experiments) can furtherimprove the detection accuracy.
[ { "version": "v1", "created": "Tue, 16 Nov 2021 17:09:02 GMT" }, { "version": "v2", "created": "Wed, 17 Nov 2021 19:11:47 GMT" }, { "version": "v3", "created": "Sun, 21 Nov 2021 02:30:21 GMT" } ]
1,637,625,600,000
[ [ "Zhu", "Yuansheng", "" ], [ "Shi", "Weishi", "" ], [ "Pandey", "Deep Shankar", "" ], [ "Liu", "Yang", "" ], [ "Que", "Xiaofan", "" ], [ "Krutz", "Daniel E.", "" ], [ "Yu", "Qi", "" ] ]
2111.08817
Hung Nguyen
Hung Nguyen, Minh Nguyen, Long Pham, Jennifer Adorno Nieves
Compressive Features in Offline Reinforcement Learning for Recommender Systems
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
In this paper, we develop a recommender system for a game that suggests potential items to players based on their interactive behaviors to maximize revenue for the game provider. Our approach is built on a reinforcement learning-based technique and is trained on an offline data set that is publicly available on an IEEE Big Data Cup challenge. The limitation of the offline data set and the curse of high dimensionality pose significant obstacles to solving this problem. Our proposed method focuses on improving the total rewards and performance by tackling these main difficulties. More specifically, we utilized sparse PCA to extract important features of user behaviors. Our Q-learning-based system is then trained from the processed offline data set. To exploit all possible information from the provided data set, we cluster user features to different groups and build an independent Q-table for each group. Furthermore, to tackle the challenge of unknown formula for evaluation metrics, we design a metric to self-evaluate our system's performance based on the potential value the game provider might achieve and a small collection of actual evaluation metrics that we obtain from the live scoring environment. Our experiments show that our proposed metric is consistent with the results published by the challenge organizers. We have implemented the proposed training pipeline, and the results show that our method outperforms current state-of-the-art methods in terms of both total rewards and training speed. By addressing the main challenges and leveraging the state-of-the-art techniques, we have achieved the best public leaderboard result in the challenge. Furthermore, our proposed method achieved an estimated score of approximately 20% better and can be trained faster by 30 times than the best of the current state-of-the-art methods.
[ { "version": "v1", "created": "Tue, 16 Nov 2021 22:43:16 GMT" } ]
1,637,193,600,000
[ [ "Nguyen", "Hung", "" ], [ "Nguyen", "Minh", "" ], [ "Pham", "Long", "" ], [ "Nieves", "Jennifer Adorno", "" ] ]
2111.08951
Hengyao Bao
Hengyao Bao, Xihua Li, Xuemin Zhao, Yunbo Cao
Exploring Student Representation For Neural Cognitive Diagnosis
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Cognitive diagnosis, the goal of which is to obtain the proficiency level of students on specific knowledge concepts, is an fundamental task in smart educational systems. Previous works usually represent each student as a trainable knowledge proficiency vector, which cannot capture the relations of concepts and the basic profile(e.g. memory or comprehension) of students. In this paper, we propose a method of student representation with the exploration of the hierarchical relations of knowledge concepts and student embedding. Specifically, since the proficiency on parent knowledge concepts reflects the correlation between knowledge concepts, we get the first knowledge proficiency with a parent-child concepts projection layer. In addition, a low-dimension dense vector is adopted as the embedding of each student, and obtain the second knowledge proficiency with a full connection layer. Then, we combine the two proficiency vector above to get the final representation of students. Experiments show the effectiveness of proposed representation method.
[ { "version": "v1", "created": "Wed, 17 Nov 2021 07:47:44 GMT" } ]
1,637,193,600,000
[ [ "Bao", "Hengyao", "" ], [ "Li", "Xihua", "" ], [ "Zhao", "Xuemin", "" ], [ "Cao", "Yunbo", "" ] ]
2111.09078
Hu Yulan
Yulan Hu, Yong Liu
Green CWS: Extreme Distillation and Efficient Decode Method Towards Industrial Application
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Benefiting from the strong ability of the pre-trained model, the research on Chinese Word Segmentation (CWS) has made great progress in recent years. However, due to massive computation, large and complex models are incapable of empowering their ability for industrial use. On the other hand, for low-resource scenarios, the prevalent decode method, such as Conditional Random Field (CRF), fails to exploit the full information of the training data. This work proposes a fast and accurate CWS framework that incorporates a light-weighted model and an upgraded decode method (PCRF) towards industrially low-resource CWS scenarios. First, we distill a Transformer-based student model as an encoder, which not only accelerates the inference speed but also combines open knowledge and domain-specific knowledge. Second, the perplexity score to evaluate the language model is fused into the CRF module to better identify the word boundaries. Experiments show that our work obtains relatively high performance on multiple datasets with as low as 14\% of time consumption compared with the original BERT-based model. Moreover, under the low-resource setting, we get superior results in comparison with the traditional decoding methods.
[ { "version": "v1", "created": "Wed, 17 Nov 2021 12:45:02 GMT" } ]
1,637,193,600,000
[ [ "Hu", "Yulan", "" ], [ "Liu", "Yong", "" ] ]
2111.09084
Xu Zheng
Ramon Vinas, Xu Zheng and Jer Hayes
A Graph-based Imputation Method for Sparse Medical Records
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Electronic Medical Records (EHR) are extremely sparse. Only a small proportion of events (symptoms, diagnoses, and treatments) are observed in the lifetime of an individual. The high degree of missingness of EHR can be attributed to a large number of factors, including device failure, privacy concerns, or other unexpected reasons. Unfortunately, many traditional imputation methods are not well suited for highly sparse data and scale poorly to high dimensional datasets. In this paper, we propose a graph-based imputation method that is both robust to sparsity and to unreliable unmeasured events. Our approach compares favourably to several standard and state-of-the-art imputation methods in terms of performance and runtime. Moreover, results indicate that the model learns to embed different event types in a clinically meaningful way. Our work can facilitate the diagnosis of novel diseases based on the clinical history of past events, with the potential to increase our understanding of the landscape of comorbidities.
[ { "version": "v1", "created": "Wed, 17 Nov 2021 13:06:08 GMT" } ]
1,637,193,600,000
[ [ "Vinas", "Ramon", "" ], [ "Zheng", "Xu", "" ], [ "Hayes", "Jer", "" ] ]
2111.09093
Steve Alpern
Steve Alpern
The Faulty GPS Problem: Shortest Time Paths in Networks with Unreliable Directions
16 figures
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
This paper optimizes motion planning when there is a known risk that the road choice suggested by a Satnav (GPS) is not on a shortest path. At every branch node of a network Q, a Satnav (GPS) points to the arc leading to the destination, or home node, H - but only with a high known probability p. Always trusting the Satnav's suggestion may lead to an infinite cycle. If one wishes to reach H in least expected time, with what probability q=q(Q,p) should one trust the pointer (if not, one chooses randomly among the other arcs)? We call this the Faulty Satnav (GPS) Problem. We also consider versions where the trust probability q can depend on the degree of the current node and a `treasure hunt' where two searchers try to reach H first. The agent searching for H need not be a car, that is just a familiar example -- it could equally be a UAV receiving unreliable GPS information. This problem has its origin not in driver frustration but in the work of Fonio et al (2017) on ant navigation, where the pointers correspond to pheromone markers pointing to the nest. Neither the driver or ant will know the exact process by which a choice (arc) is suggested, which puts the problem into the domain of how much to trust an option suggested by AI.
[ { "version": "v1", "created": "Wed, 17 Nov 2021 13:20:08 GMT" } ]
1,637,193,600,000
[ [ "Alpern", "Steve", "" ] ]
2111.09475
Xuejing Zheng
Xuejing Zheng, Chao Yu, Chen Chen, Jianye Hao, Hankz Hankui Zhuo
Lifelong Reinforcement Learning with Temporal Logic Formulas and Reward Machines
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Continuously learning new tasks using high-level ideas or knowledge is a key capability of humans. In this paper, we propose Lifelong reinforcement learning with Sequential linear temporal logic formulas and Reward Machines (LSRM), which enables an agent to leverage previously learned knowledge to fasten learning of logically specified tasks. For the sake of more flexible specification of tasks, we first introduce Sequential Linear Temporal Logic (SLTL), which is a supplement to the existing Linear Temporal Logic (LTL) formal language. We then utilize Reward Machines (RM) to exploit structural reward functions for tasks encoded with high-level events, and propose automatic extension of RM and efficient knowledge transfer over tasks for continuous learning in lifetime. Experimental results show that LSRM outperforms the methods that learn the target tasks from scratch by taking advantage of the task decomposition using SLTL and knowledge transfer over RM during the lifelong learning process.
[ { "version": "v1", "created": "Thu, 18 Nov 2021 02:02:08 GMT" } ]
1,637,280,000,000
[ [ "Zheng", "Xuejing", "" ], [ "Yu", "Chao", "" ], [ "Chen", "Chen", "" ], [ "Hao", "Jianye", "" ], [ "Zhuo", "Hankz Hankui", "" ] ]
2111.10061
Alan Both
Alan Both, Dhirendra Singh, Afshin Jafari, Billie Giles-Corti, Lucy Gunn
An Activity-Based Model of Transport Demand for Greater Melbourne
35 pages, 10 figures
null
null
null
cs.AI
http://creativecommons.org/licenses/by-sa/4.0/
In this paper, we present an algorithm for creating a synthetic population for the Greater Melbourne area using a combination of machine learning, probabilistic, and gravity-based approaches. We combine these techniques in a hybrid model with three primary innovations: 1. when assigning activity patterns, we generate individual activity chains for every agent, tailored to their cohort; 2. when selecting destinations, we aim to strike a balance between the distance-decay of trip lengths and the activity-based attraction of destination locations; and 3. we take into account the number of trips remaining for an agent so as to ensure they do not select a destination that would be unreasonable to return home from. Our method is completely open and replicable, requiring only publicly available data to generate a synthetic population of agents compatible with commonly used agent-based modeling software such as MATSim. The synthetic population was found to be accurate in terms of distance distribution, mode choice, and destination choice for a variety of population sizes.
[ { "version": "v1", "created": "Fri, 19 Nov 2021 06:20:33 GMT" } ]
1,637,539,200,000
[ [ "Both", "Alan", "" ], [ "Singh", "Dhirendra", "" ], [ "Jafari", "Afshin", "" ], [ "Giles-Corti", "Billie", "" ], [ "Gunn", "Lucy", "" ] ]
2111.10518
Shahin Atakishiyev
Shahin Atakishiyev, Mohammad Salameh, Hengshuai Yao, Randy Goebel
Towards Safe, Explainable, and Regulated Autonomous Driving
Accepted for publication in the Explainable AI for Intelligent Transportation Systems book
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
There has been recent and growing interest in the development and deployment of autonomous vehicles, encouraged by the empirical successes of powerful artificial intelligence techniques (AI), especially in the applications of deep learning and reinforcement learning. However, as demonstrated by recent traffic accidents, autonomous driving technology is not fully reliable for safe deployment. As AI is the main technology behind the intelligent navigation systems of self-driving vehicles, both the stakeholders and transportation regulators require their AI-driven software architecture to be safe, explainable, and regulatory compliant. In this paper, we propose a design framework that integrates autonomous control, explainable AI (XAI), and regulatory compliance to address this issue, and then provide an initial validation of the framework with a critical analysis in a case study. Moreover, we describe relevant XAI approaches that can help achieve the goals of the framework.
[ { "version": "v1", "created": "Sat, 20 Nov 2021 05:06:22 GMT" }, { "version": "v2", "created": "Wed, 19 Jan 2022 22:34:03 GMT" }, { "version": "v3", "created": "Thu, 14 Apr 2022 23:17:07 GMT" }, { "version": "v4", "created": "Fri, 26 May 2023 05:28:30 GMT" } ]
1,685,318,400,000
[ [ "Atakishiyev", "Shahin", "" ], [ "Salameh", "Mohammad", "" ], [ "Yao", "Hengshuai", "" ], [ "Goebel", "Randy", "" ] ]
2111.10595
Zhicheng He
Zhicheng He
Quality and Computation Time in Optimization Problems
6 pages, 3 figures, 1 table
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Optimization problems are crucial in artificial intelligence. Optimization algorithms are generally used to adjust the performance of artificial intelligence models to minimize the error of mapping inputs to outputs. Current evaluation methods on optimization algorithms generally consider the performance in terms of quality. However, not all optimization algorithms for all test cases are evaluated equal from quality, the computation time should be also considered for optimization tasks. In this paper, we investigate the quality and computation time of optimization algorithms in optimization problems, instead of the one-for-all evaluation of quality. We select the well-known optimization algorithms (Bayesian optimization and evolutionary algorithms) and evaluate them on the benchmark test functions in terms of quality and computation time. The results show that BO is suitable to be applied in the optimization tasks that are needed to obtain desired quality in the limited function evaluations, and the EAs are suitable to search the optimal of the tasks that are allowed to find the optimal solution with enough function evaluations. This paper provides the recommendation to select suitable optimization algorithms for optimization problems with different numbers of function evaluations, which contributes to the efficiency that obtains the desired quality with less computation time for optimization problems.
[ { "version": "v1", "created": "Sat, 20 Nov 2021 14:09:47 GMT" } ]
1,637,625,600,000
[ [ "He", "Zhicheng", "" ] ]
2111.10896
Adrian Haret
Adrian Haret
Surprise Minimization Revision Operators
Presented at NMR 2021
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Prominent approaches to belief revision prescribe the adoption of a new belief that is as close as possible to the prior belief, in a process that, even in the standard case, can be described as attempting to minimize surprise. Here we extend the existing model by proposing a measure of surprise, dubbed relative surprise, in which surprise is computed with respect not just to the prior belief, but also to the broader context provided by the new information, using a measure derived from familiar distance notions between truth-value assignments. We characterize the surprise minimization revision operator thus defined using a set of intuitive rationality postulates in the AGM mould, along the way obtaining representation results for other existing revision operators in the literature, such as the Dalal operator and a recently introduced distance-based min-max operator.
[ { "version": "v1", "created": "Sun, 21 Nov 2021 20:38:50 GMT" } ]
1,637,625,600,000
[ [ "Haret", "Adrian", "" ] ]
2111.11107
Th\'eophile Champion
Th\'eophile Champion, Lancelot Da Costa, Howard Bowman, Marek Grze\'s
Branching Time Active Inference: the theory and its generality
Accepted for publication in Neural Networks, 35 pages, 10 figures
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Over the last 10 to 15 years, active inference has helped to explain various brain mechanisms from habit formation to dopaminergic discharge and even modelling curiosity. However, the current implementations suffer from an exponential (space and time) complexity class when computing the prior over all the possible policies up to the time-horizon. Fountas et al (2020) used Monte Carlo tree search to address this problem, leading to impressive results in two different tasks. In this paper, we present an alternative framework that aims to unify tree search and active inference by casting planning as a structure learning problem. Two tree search algorithms are then presented. The first propagates the expected free energy forward in time (i.e., towards the leaves), while the second propagates it backward (i.e., towards the root). Then, we demonstrate that forward and backward propagations are related to active inference and sophisticated inference, respectively, thereby clarifying the differences between those two planning strategies.
[ { "version": "v1", "created": "Mon, 22 Nov 2021 10:56:03 GMT" }, { "version": "v2", "created": "Mon, 11 Apr 2022 20:03:48 GMT" } ]
1,649,808,000,000
[ [ "Champion", "Théophile", "" ], [ "Da Costa", "Lancelot", "" ], [ "Bowman", "Howard", "" ], [ "Grześ", "Marek", "" ] ]
2111.11276
Th\'eophile Champion
Th\'eophile Champion, Howard Bowman, Marek Grze\'s
Branching Time Active Inference: empirical study and complexity class analysis
39 pages, 11 figures, accepted for publication in Neural Networks
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Active inference is a state-of-the-art framework for modelling the brain that explains a wide range of mechanisms such as habit formation, dopaminergic discharge and curiosity. However, recent implementations suffer from an exponential complexity class when computing the prior over all the possible policies up to the time horizon. Fountas et al (2020) used Monte Carlo tree search to address this problem, leading to very good results in two different tasks. Additionally, Champion et al (2021a) proposed a tree search approach based on (temporal) structure learning. This was enabled by the development of a variational message passing approach to active inference, which enables compositional construction of Bayesian networks for active inference. However, this message passing tree search approach, which we call branching-time active inference (BTAI), has never been tested empirically. In this paper, we present an experimental study of BTAI in the context of a maze solving agent. In this context, we show that both improved prior preferences and deeper search help mitigate the vulnerability to local minima. Then, we compare BTAI to standard active inference (AcI) on a graph navigation task. We show that for small graphs, both BTAI and AcI successfully solve the task. For larger graphs, AcI exhibits an exponential (space) complexity class, making the approach intractable. However, BTAI explores the space of policies more efficiently, successfully scaling to larger graphs. Then, BTAI was compared to the POMCP algorithm on the frozen lake environment. The experiments suggest that BTAI and the POMCP algorithm accumulate a similar amount of reward. Also, we describe when BTAI receives more rewards than the POMCP agent, and when the opposite is true. Finally, we compared BTAI to the approach of Fountas et al (2020) on the dSprites dataset, and we discussed the pros and cons of each approach.
[ { "version": "v1", "created": "Mon, 22 Nov 2021 15:30:35 GMT" }, { "version": "v2", "created": "Tue, 24 May 2022 14:31:35 GMT" } ]
1,653,436,800,000
[ [ "Champion", "Théophile", "" ], [ "Bowman", "Howard", "" ], [ "Grześ", "Marek", "" ] ]
2111.11329
Dennis Soemers
Cameron Browne, \'Eric Piette, Matthew Stephenson, Dennis J.N.J. Soemers
General Board Geometry
Accepted at Advances in Computer Games (ACG) 2021
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Game boards are described in the Ludii general game system by their underlying graphs, based on tiling, shape and graph operators, with the automatic detection of important properties such as topological relationships between graph elements, directions and radial step sequences. This approach allows most conceivable game boards to be described simply and succinctly.
[ { "version": "v1", "created": "Mon, 22 Nov 2021 16:39:07 GMT" } ]
1,637,625,600,000
[ [ "Browne", "Cameron", "" ], [ "Piette", "Éric", "" ], [ "Stephenson", "Matthew", "" ], [ "Soemers", "Dennis J. N. J.", "" ] ]
2111.11779
Rafael Pe\~naloza
Gabriella Pasi and Rafael Pe\~naloza
Answering Fuzzy Queries over Fuzzy DL-Lite Ontologies
Under consideration in Theory and Practice of Logic Programming (TPLP)
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
A prominent problem in knowledge representation is how to answer queries taking into account also the implicit consequences of an ontology representing domain knowledge. While this problem has been widely studied within the realm of description logic ontologies, it has been surprisingly neglected within the context of vague or imprecise knowledge, particularly from the point of view of mathematical fuzzy logic. In this paper we study the problem of answering conjunctive queries and threshold queries w.r.t. ontologies in fuzzy DL-Lite. Specifically, we show through a rewriting approach that threshold query answering w.r.t. consistent ontologies remains in $AC_0$ in data complexity, but that conjunctive query answering is highly dependent on the selected triangular norm, which has an impact on the underlying semantics. For the idempodent G\"odel t-norm, we provide an effective method based on a reduction to the classical case. This paper is under consideration in Theory and Practice of Logic Programming (TPLP).
[ { "version": "v1", "created": "Tue, 23 Nov 2021 10:45:54 GMT" } ]
1,637,712,000,000
[ [ "Pasi", "Gabriella", "" ], [ "Peñaloza", "Rafael", "" ] ]
2111.11871
Mohamed-Bachir Belaid
Mohamed-Bachir Belaid, Arnaud Gotlieb, Nadjib Lazaar
Solve Optimization Problems with Unknown Constraint Networks
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In most optimization problems, users have a clear understanding of the function to optimize (e.g., minimize the makespan for scheduling problems). However, the constraints may be difficult to state and their modelling often requires expertise in Constraint Programming. Active constraint acquisition has been successfully used to support non-experienced users in learning constraint networks through the generation of a sequence of queries. In this paper, we propose Learn&Optimize, a method to solve optimization problems with known objective function and unknown constraint network. It uses an active constraint acquisition algorithm which learns the unknown constraints and computes boundaries for the optimal solution during the learning process. As a result, our method allows users to solve optimization problems without learning the overall constraint network.
[ { "version": "v1", "created": "Tue, 23 Nov 2021 13:39:41 GMT" } ]
1,637,712,000,000
[ [ "Belaid", "Mohamed-Bachir", "" ], [ "Gotlieb", "Arnaud", "" ], [ "Lazaar", "Nadjib", "" ] ]
2111.11965
Dmitry Maximov
Dmitry Maximov and Sekou A. K. Diane
Object Recognition by a Minimally Pre-Trained System in the Process of Environment Exploration
arXiv admin note: text overlap with arXiv:1812.11969
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
We update the method of describing and assessing the process of the study of an abstract environment by a system, proposed earlier. We do not model any biological cognition mechanisms and consider the system as an agent equipped with an information processor (or a group of such agents), which makes a move in the environment, consumes information supplied by the environment, and gives out the next move (hence, the process is considered as a game). The system moves in an unknown environment and should recognize new objects located in it. In this case, the system should build comprehensive images of visible things and memorize them if necessary (and it should also choose the current goal set). The main problems here are object recognition, and the informational reward rating in the game. Thus, the main novelty of the paper is a new method of evaluating the amount of visual information about the object as the reward. In such a system, we suggest using a minimally pre-trained neural network to be responsible for the recognition: at first, we train the network only for Biederman geons (geometrical primitives). The geons are generated programmatically and we demonstrate that such a trained network recognizes geons in real objects quite well. We also offer to generate, procedurally, new objects from geon schemes (geon combinations in images) obtained from the environment and to store them in a database. In this case, we do not obtain new information about an object (i.e., our reward is maximal, thus the game and the object cognition process stop) when we stop getting new schemes of this kind. These schemes are generated from geons connected with the object. In the case of a possibly known item, the informational reward is maximal when we have no more detection uncertainty for any of the objects.
[ { "version": "v1", "created": "Tue, 23 Nov 2021 15:59:22 GMT" } ]
1,637,712,000,000
[ [ "Maximov", "Dmitry", "" ], [ "Diane", "Sekou A. K.", "" ] ]
2111.12144
Mariusz Marek
Andrzej Kozik, Tomasz Machalewski, Mariusz Marek, Adrian Ochmann
Mimicking Playstyle by Adapting Parameterized Behavior Trees in RTS Games
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
The discovery of Behavior Trees (BTs) impacted the field of Artificial Intelligence (AI) in games, by providing flexible and natural representation of non-player characters (NPCs) logic, manageable by game-designers. Nevertheless, increased pressure on ever better NPCs AI-agents forced complexity of handcrafted BTs to became barely-tractable and error-prone. On the other hand, while many just-launched on-line games suffer from player-shortage, the existence of AI with a broad-range of capabilities could increase players retention. Therefore, to handle above challenges, recent trends in the field focused on automatic creation of AI-agents: from deep- and reinforcementlearning techniques to combinatorial (constrained) optimization and evolution of BTs. In this paper, we present a novel approach to semi-automatic construction of AI-agents, that mimic and generalize given human gameplays by adapting and tuning of expert-created BT under a developed similarity metric between source and BT gameplays. To this end, we formulated mixed discrete-continuous optimization problem, in which topological and functional changes of the BT are reflected in numerical variables, and constructed a dedicated hybrid-metaheuristic. The performance of presented approach was verified experimentally in a prototype real-time strategy game. Carried out experiments confirmed efficiency and perspectives of presented approach, which is going to be applied in a commercial game.
[ { "version": "v1", "created": "Tue, 23 Nov 2021 20:36:28 GMT" } ]
1,637,798,400,000
[ [ "Kozik", "Andrzej", "" ], [ "Machalewski", "Tomasz", "" ], [ "Marek", "Mariusz", "" ], [ "Ochmann", "Adrian", "" ] ]
2111.12454
Fabrizio Maria Maggi
Giacomo Bergami, Chiara Di Francescomarino, Chiara Ghidini, Fabrizio Maria Maggi, Joonas Puura
Exploring Business Process Deviance with Sequential and Declarative Patterns
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Business process deviance refers to the phenomenon whereby a subset of the executions of a business process deviate, in a negative or positive way, with respect to {their} expected or desirable outcomes. Deviant executions of a business process include those that violate compliance rules, or executions that undershoot or exceed performance targets. Deviance mining is concerned with uncovering the reasons for deviant executions by analyzing event logs stored by the systems supporting the execution of a business process. In this paper, the problem of explaining deviations in business processes is first investigated by using features based on sequential and declarative patterns, and a combination of them. Then, the explanations are further improved by leveraging the data attributes of events and traces in event logs through features based on pure data attribute values and data-aware declarative rules. The explanations characterizing the deviances are then extracted by direct and indirect methods for rule induction. Using real-life logs from multiple domains, a range of feature types and different forms of decision rules are evaluated in terms of their ability to accurately discriminate between non-deviant and deviant executions of a process as well as in terms of understandability of the final outcome returned to the users.
[ { "version": "v1", "created": "Wed, 24 Nov 2021 12:16:07 GMT" } ]
1,637,798,400,000
[ [ "Bergami", "Giacomo", "" ], [ "Di Francescomarino", "Chiara", "" ], [ "Ghidini", "Chiara", "" ], [ "Maggi", "Fabrizio Maria", "" ], [ "Puura", "Joonas", "" ] ]
2111.12677
Xinxing Wu
Xinxing Wu, Tao Wang, Qian Liu, Peide Liu, Guanrong Chen, Xu Zhang
Topological and Algebraic Structures of Atanassov's Intuitionistic Fuzzy-Values Space
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
We prove that the space of intuitionistic fuzzy values (IFVs) with a linear order based on a score function and an accuracy function has the same algebraic structure as the one induced by a linear order based on a similarity function and an accuracy function. By introducing a new operator for IFVs via the linear order based on a score function and an accuracy function, we show that such an operator is a strong negation on IFVs. Moreover, we observe that the space of IFVs is a complete lattice and a Kleene algebra with the new operator. We also demonstrate that the topological space of IFVs with the order topology induced by the above two linear orders is not separable and metrizable but compact and connected. From some new perspectives,our results partially answer three open problems posed by Atanassov [Intuitionistic Fuzzy Sets: Theory and Applications, Springer, 1999] and [On Intuitionistic Fuzzy Sets Theory, Springer, 2012]. Furthermore, we construct an isomorphism between the spaces of IFVs and q-rung orthopedic fuzzy values (q-ROFVs) under the corresponding linear orders. To this end, we introduce the concept of admissible similarity measures with particular orders for IFSs, extending the existing definition of the similarity measure for IFSs, and construct an admissible similarity measure with a linear order based on a score function and an accuracy function, which is effectively applied to a pattern recognition problem about the classification of building materials.
[ { "version": "v1", "created": "Wed, 17 Nov 2021 06:43:02 GMT" }, { "version": "v2", "created": "Wed, 1 Jun 2022 07:35:42 GMT" } ]
1,654,128,000,000
[ [ "Wu", "Xinxing", "" ], [ "Wang", "Tao", "" ], [ "Liu", "Qian", "" ], [ "Liu", "Peide", "" ], [ "Chen", "Guanrong", "" ], [ "Zhang", "Xu", "" ] ]
2111.13136
Andrey Rivkin
Anti Alman, Fabrizio Maria Maggi, Marco Montali, Fabio Patrizi, and Andrey Rivkin
Monitoring Hybrid Process Specifications with Conflict Management: The Automata-theoretic Approach
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Business process monitoring approaches have thus far mainly focused on monitoring the execution of a process with respect to a single process model. However, in some cases it is necessary to consider multiple process specifications simultaneously. In addition, these specifications can be procedural, declarative, or a combination of both. For example, in the medical domain, a clinical guideline describing the treatment of a specific disease cannot account for all possible co-factors that can coexist for a specific patient and therefore additional constraints may need to be considered. In some cases, these constraints may be incompatible with clinical guidelines, therefore requiring the violation of either the guidelines or the constraints. In this paper, we propose a solution for monitoring the interplay of hybrid process specifications expressed as a combination of (data-aware) Petri nets and temporal logic rules. During the process execution, if these specifications are in conflict with each other, it is possible to violate some of them. The monitoring system is equipped with a violation cost model according to which the system can recommend the next course of actions in a way that would either avoid possible violations or minimize the total cost of violations.
[ { "version": "v1", "created": "Thu, 25 Nov 2021 15:49:33 GMT" } ]
1,638,144,000,000
[ [ "Alman", "Anti", "" ], [ "Maggi", "Fabrizio Maria", "" ], [ "Montali", "Marco", "" ], [ "Patrizi", "Fabio", "" ], [ "Rivkin", "Andrey", "" ] ]
2111.13271
Fenareti Lampathaki
Evmorfia Biliri, Minas Pertselakis, Marios Phinikettos, Marios Zacharias, Fenareti Lampathaki, Dimitrios Alexandrou
Designing a Trusted Data Brokerage Framework in the Aviation Domain
9 pages, 2 figures
null
10.1007/978-3-030-28464-0_21
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In recent years, there is growing interest in the ways the European aviation industry can leverage the multi-source data fusion towards augmented domain intelligence. However, privacy, legal and organisational policies together with technical limitations, hinder data sharing and, thus, its benefits. The current paper presents the ICARUS data policy and assets brokerage framework, which aims to (a) formalise the data attributes and qualities that affect how aviation data assets can be shared and handled subsequently to their acquisition, including licenses, IPR, characterisation of sensitivity and privacy risks, and (b) enable the creation of machine-processable data contracts for the aviation industry. This involves expressing contractual terms pertaining to data trading agreements into a machine-processable language and supporting the diverse interactions among stakeholders in aviation data sharing scenarios through a trusted and robust system based on the Ethereum platform.
[ { "version": "v1", "created": "Thu, 25 Nov 2021 23:22:17 GMT" } ]
1,638,144,000,000
[ [ "Biliri", "Evmorfia", "" ], [ "Pertselakis", "Minas", "" ], [ "Phinikettos", "Marios", "" ], [ "Zacharias", "Marios", "" ], [ "Lampathaki", "Fenareti", "" ], [ "Alexandrou", "Dimitrios", "" ] ]
2111.15108
Juelin Huang
Benting Wan, Juelin Huang and Xi Chen
Interval-valued q-Rung Orthopair Fuzzy Choquet Integral Operators and Its Application in Group Decision Making
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
It is more flexible for decision makers to evaluate by interval-valued q-rung orthopair fuzzy set (IVq-ROFS),which offers fuzzy decision-making more applicational space. Meanwhile, Choquet integralses non-additive set function (fuzzy measure) to describe the interaction between attributes directly.In particular, there are a large number of practical issues that have relevance between attributes.Therefore,this paper proposes the correlation operator and group decision-making method based on the interval-valued q-rung orthopair fuzzy set Choquet integral.First,interval-valued q-rung orthopair fuzzy Choquet integral average operator (IVq-ROFCA) and interval-valued q-rung orthopair fuzzy Choquet integral geometric operator (IVq-ROFCG) are inves-tigated,and their basic properties are proved.Furthermore, several operators based on IVq-ROFCA and IVq-ROFCG are developed. Then, a group decision-making method based on IVq-ROFCA is developed,which can solve the decision making problems with interaction between attributes.Finally,through the implementation of the warning management system for hypertension,it is shown that the operator and group decision-making method proposed in this paper can handle complex decision-making cases in reality, and the decision result is consistent with the doctor's diagnosis result.Moreover,the comparison with the results of other operators shows that the proposed operators and group decision-making method are correct and effective,and the decision result will not be affected by the change of q value.
[ { "version": "v1", "created": "Tue, 30 Nov 2021 03:55:38 GMT" } ]
1,638,316,800,000
[ [ "Wan", "Benting", "" ], [ "Huang", "Juelin", "" ], [ "Chen", "Xi", "" ] ]
2112.00797
Abimbola Afolayan
Abimbola Helen Afolayan, Bolanle Adefowoke Ojokoh, and Adebayo Adetunmbi
A Feedback Integrated Web-Based Multi-Criteria Group Decision Support Model for Contractor Selection using Fuzzy Analytic Hierarchy Process
20 pages, 2 figures
In: Arai K., Kapoor S., Bhatia R. (eds) Intelligent Systems and Applications. IntelliSys 2020. Advances in Intelligent Systems and Computing, Springer, Cham. 1251, 511-528. Springer, Cham
10.1007/978-3-030-55187-2_38
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
In this paper, a feedback integrated multi-criteria group decision support model for contractor selection was proposed.
[ { "version": "v1", "created": "Fri, 19 Nov 2021 17:57:32 GMT" } ]
1,638,489,600,000
[ [ "Afolayan", "Abimbola Helen", "" ], [ "Ojokoh", "Bolanle Adefowoke", "" ], [ "Adetunmbi", "Adebayo", "" ] ]
2112.00848
S\'ebastien Ferr\'e
S\'ebastien Ferr\'e (Univ Rennes, CNRS, IRISA)
First Steps of an Approach to the ARC Challenge based on Descriptive Grid Models and the Minimum Description Length Principle
26 pages, 6 figures, technical report of work in progress
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Abstraction and Reasoning Corpus (ARC) was recently introduced by Fran\c{c}ois Chollet as a tool to measure broad intelligence in both humans and machines. It is very challenging, and the best approach in a Kaggle competition could only solve 20% of the tasks, relying on brute-force search for chains of hand-crafted transformations. In this paper, we present the first steps exploring an approach based on descriptive grid models and the Minimum Description Length (MDL) principle. The grid models describe the contents of a grid, and support both parsing grids and generating grids. The MDL principle is used to guide the search for good models, i.e. models that compress the grids the most. We report on our progress over a year, improving on the general approach and the models. Out of the 400 training tasks, our performance increased from 5 to 29 solved tasks, only using 30s computation time per task. Our approach not only predicts the output grids, but also outputs an intelligible model and explanations for how the model was incrementally built.
[ { "version": "v1", "created": "Wed, 1 Dec 2021 21:58:47 GMT" } ]
1,638,489,600,000
[ [ "Ferré", "Sébastien", "", "Univ Rennes, CNRS, IRISA" ] ]
2112.01451
Alexander Neuwirth
Alexander Neuwirth and Derek Riley
Architecting and Visualizing Deep Reinforcement Learning Models
Presented at MICS 2020
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
To meet the growing interest in Deep Reinforcement Learning (DRL), we sought to construct a DRL-driven Atari Pong agent and accompanying visualization tool. Existing approaches do not support the flexibility required to create an interactive exhibit with easily-configurable physics and a human-controlled player. Therefore, we constructed a new Pong game environment, discovered and addressed a number of unique data deficiencies that arise when applying DRL to a new environment, architected and tuned a policy gradient based DRL model, developed a real-time network visualization, and combined these elements into an interactive display to help build intuition and awareness of the mechanics of DRL inference.
[ { "version": "v1", "created": "Thu, 2 Dec 2021 17:48:26 GMT" } ]
1,638,489,600,000
[ [ "Neuwirth", "Alexander", "" ], [ "Riley", "Derek", "" ] ]
2112.01671
Zekun Li
Zekun Li, Yao-Yi Chiang, Sasan Tavakkol, Basel Shbita, Johannes H. Uhl, Stefan Leyk, and Craig A. Knoblock
An Automatic Approach for Generating Rich, Linked Geo-Metadata from Historical Map Images
10.1145/3394486.3403381
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Historical maps contain detailed geographic information difficult to find elsewhere covering long-periods of time (e.g., 125 years for the historical topographic maps in the US). However, these maps typically exist as scanned images without searchable metadata. Existing approaches making historical maps searchable rely on tedious manual work (including crowd-sourcing) to generate the metadata (e.g., geolocations and keywords). Optical character recognition (OCR) software could alleviate the required manual work, but the recognition results are individual words instead of location phrases (e.g., "Black" and "Mountain" vs. "Black Mountain"). This paper presents an end-to-end approach to address the real-world problem of finding and indexing historical map images. This approach automatically processes historical map images to extract their text content and generates a set of metadata that is linked to large external geospatial knowledge bases. The linked metadata in the RDF (Resource Description Framework) format support complex queries for finding and indexing historical maps, such as retrieving all historical maps covering mountain peaks higher than 1,000 meters in California. We have implemented the approach in a system called mapKurator. We have evaluated mapKurator using historical maps from several sources with various map styles, scales, and coverage. Our results show significant improvement over the state-of-the-art methods. The code has been made publicly available as modules of the Kartta Labs project at https://github.com/kartta-labs/Project.
[ { "version": "v1", "created": "Fri, 3 Dec 2021 01:44:38 GMT" } ]
1,638,748,800,000
[ [ "Li", "Zekun", "" ], [ "Chiang", "Yao-Yi", "" ], [ "Tavakkol", "Sasan", "" ], [ "Shbita", "Basel", "" ], [ "Uhl", "Johannes H.", "" ], [ "Leyk", "Stefan", "" ], [ "Knoblock", "Craig A.", "" ] ]
2112.02045
Hepeng Li
Hepeng Li, Nicholas Clavette and Haibo He
An Analytical Update Rule for General Policy Optimization
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
We present an analytical policy update rule that is independent of parametric function approximators. The policy update rule is suitable for optimizing general stochastic policies and has a monotonic improvement guarantee. It is derived from a closed-form solution to trust-region optimization using calculus of variation, following a new theoretical result that tightens existing bounds for policy improvement using trust-region methods. The update rule builds a connection between policy search methods and value function methods. Moreover, off-policy reinforcement learning algorithms can be derived from the update rule since it does not need to compute integration over on-policy states. In addition, the update rule extends immediately to cooperative multi-agent systems when policy updates are performed by one agent at a time.
[ { "version": "v1", "created": "Fri, 3 Dec 2021 17:50:11 GMT" }, { "version": "v2", "created": "Wed, 19 Jan 2022 13:34:33 GMT" }, { "version": "v3", "created": "Sat, 14 May 2022 20:10:44 GMT" }, { "version": "v4", "created": "Fri, 15 Jul 2022 05:22:39 GMT" } ]
1,658,102,400,000
[ [ "Li", "Hepeng", "" ], [ "Clavette", "Nicholas", "" ], [ "He", "Haibo", "" ] ]
2112.02333
Ishan Tarunesh
Ishan Tarunesh, Somak Aditya, Monojit Choudhury
LoNLI: An Extensible Framework for Testing Diverse Logical Reasoning Capabilities for NLI
arXiv admin note: substantial text overlap with arXiv:2107.07229
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Natural Language Inference (NLI) is considered a representative task to test natural language understanding (NLU). In this work, we propose an extensible framework to collectively yet categorically test diverse Logical reasoning capabilities required for NLI (and, by extension, NLU). Motivated by behavioral testing, we create a semi-synthetic large test bench (363 templates, 363k examples) and an associated framework that offers the following utilities: 1) individually test and analyze reasoning capabilities along 17 reasoning dimensions (including pragmatic reasoning); 2) design experiments to study cross-capability information content (leave one out or bring one in); and 3) the synthetic nature enables us to control for artifacts and biases. We extend a publicly available framework of automated test case instantiation from free-form natural language templates (CheckList) and a well-defined taxonomy of capabilities to cover a wide range of increasingly harder test cases while varying the complexity of natural language. Through our analysis of state-of-the-art NLI systems, we observe that our benchmark is indeed hard (and non-trivial even with training on additional resources). Some capabilities stand out as harder. Further, fine-grained analysis and fine-tuning experiments reveal more insights about these capabilities and the models -- supporting and extending previous observations; thus showing the utility of the proposed testbench.
[ { "version": "v1", "created": "Sat, 4 Dec 2021 13:41:31 GMT" }, { "version": "v2", "created": "Sat, 2 Sep 2023 08:28:54 GMT" } ]
1,693,958,400,000
[ [ "Tarunesh", "Ishan", "" ], [ "Aditya", "Somak", "" ], [ "Choudhury", "Monojit", "" ] ]
2112.02457
Danny Arlen De Jes\'us G\'omez-Ram\'irez
Danny A. J. Gomez-Ramirez, Yoe A. Herrera-Jaramillo and Florian Geismann
Artificial Cognitively-inspired Generation of the Notion of Topological Group in the Context of Artificial Mathematical Intelligence
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The new computational paradigm of conceptual computation has been introduced in the research program of Artificial Mathematical Intelligence. We provide the explicit artificial generation (or conceptual computation) for the fundamental mathematical notion of topological groups. Specifically, we start with two basic notions belonging to topology and abstract algebra, and we describe recursively formal specifications in the Common Algebraic Specification Language (CASL). The notion of conceptual blending between such conceptual spaces can be materialized computationally in the Heterogeneous Tool Set (HETS). The fundamental notion of topological groups is explicitly generated through three different artificial specifications based on conceptual blending and conceptual identification, starting with the concepts of continuous functions and mathematical groups (described with minimal set-theoretical conditions). This constitutes in additional heuristic evidence for the third pillar of Artificial Mathematical Intelligence.
[ { "version": "v1", "created": "Sun, 5 Dec 2021 01:39:34 GMT" } ]
1,638,835,200,000
[ [ "Gomez-Ramirez", "Danny A. J.", "" ], [ "Herrera-Jaramillo", "Yoe A.", "" ], [ "Geismann", "Florian", "" ] ]
2112.02513
Zhang Zhang
Zhang Zhang, Yifeng Zeng, Yinghui Pan
Intention Recognition for Multiple Agents
17pages, 30figures, 1 table, 2 algorithms, journal
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Intention recognition is an important step to facilitate collaboration among multiple agents. Existing work mainly focuses on intention recognition in a single-agent setting and uses a descriptive model, e.g. Bayesian networks, in the recognition process. In this article, we develop a new approach of identifying intentions for multiple agents through a clustering algorithm. We first define an intention model for multiple agents of interest. We use a prescriptive approach to model agents' behaviours where their intentions are hidden in the implementation of their plans. We introduce landmarks into the behavioural model therefore enhancing informative features to identify common intentions for multiple agents. Subsequently, we further refine the model by focusing only action sequences in their plan and provide a light model for identifying and comparing their intentions. The new models provide a simple approach of grouping agents' common intentions upon partial plans observed in agents' interactions. Then, we transform the intention recognition into an un-supervised learning problem and adapt a clustering algorithm to group intentions of multiple agents through comparing their behavioural models. We conduct the clustering process by measuring similarity of probability distributions over potential landmarks in intention models so as to discover agents' common intentions. Finally, we examine the new intention recognition approaches in two problem domains. We demonstrate importance of recognising common intentions of multiple agents in achieving their goals and provide experimental results to show performance of the new approaches.
[ { "version": "v1", "created": "Sun, 5 Dec 2021 08:50:39 GMT" }, { "version": "v2", "created": "Thu, 27 Oct 2022 20:07:48 GMT" } ]
1,667,174,400,000
[ [ "Zhang", "Zhang", "" ], [ "Zeng", "Yifeng", "" ], [ "Pan", "Yinghui", "" ] ]
2112.02690
Zhenhailong Wang
Zhenhailong Wang, Heng Ji
Open Vocabulary Electroencephalography-To-Text Decoding and Zero-shot Sentiment Classification
9 pages, 2 figures, Thirty-Sixth AAAI Conference on Artificial Intelligence (AAAI2022)
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
State-of-the-art brain-to-text systems have achieved great success in decoding language directly from brain signals using neural networks. However, current approaches are limited to small closed vocabularies which are far from enough for natural communication. In addition, most of the high-performing approaches require data from invasive devices (e.g., ECoG). In this paper, we extend the problem to open vocabulary Electroencephalography(EEG)-To-Text Sequence-To-Sequence decoding and zero-shot sentence sentiment classification on natural reading tasks. We hypothesis that the human brain functions as a special text encoder and propose a novel framework leveraging pre-trained language models (e.g., BART). Our model achieves a 40.1% BLEU-1 score on EEG-To-Text decoding and a 55.6% F1 score on zero-shot EEG-based ternary sentiment classification, which significantly outperforms supervised baselines. Furthermore, we show that our proposed model can handle data from various subjects and sources, showing great potential for a high-performance open vocabulary brain-to-text system once sufficient data is available
[ { "version": "v1", "created": "Sun, 5 Dec 2021 21:57:22 GMT" }, { "version": "v2", "created": "Thu, 23 Dec 2021 19:46:33 GMT" }, { "version": "v3", "created": "Mon, 8 Jan 2024 02:30:27 GMT" } ]
1,704,758,400,000
[ [ "Wang", "Zhenhailong", "" ], [ "Ji", "Heng", "" ] ]
2112.02810
Kyudam Choi
Kyudam Choi, Yurim Lee, Cheongwon Kim, Minsung Yoon
An Effective GCN-based Hierarchical Multi-label classification for Protein Function Prediction
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
We propose an effective method to improve Protein Function Prediction (PFP) utilizing hierarchical features of Gene Ontology (GO) terms. Our method consists of a language model for encoding the protein sequence and a Graph Convolutional Network (GCN) for representing GO terms. To reflect the hierarchical structure of GO to GCN, we employ node(GO term)-wise representations containing the whole hierarchical information. Our algorithm shows effectiveness in a large-scale graph by expanding the GO graph compared to previous models. Experimental results show that our method outperformed state-of-the-art PFP approaches.
[ { "version": "v1", "created": "Mon, 6 Dec 2021 06:45:49 GMT" } ]
1,638,835,200,000
[ [ "Choi", "Kyudam", "" ], [ "Lee", "Yurim", "" ], [ "Kim", "Cheongwon", "" ], [ "Yoon", "Minsung", "" ] ]
2112.02989
Cong Wang
Cong Wang, Tongwei Lu
On the complexity of Dark Chinese Chess
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper provides a complexity analysis for the game of dark Chinese chess (a.k.a. "JieQi"), a variation of Chinese chess. Dark Chinese chess combines some of the most complicated aspects of board and card games, such as long-term strategy or planning, large state space, stochastic, and imperfect-information, which make it closer to the real world decision-making problem and pose great challenges to game AI. Here we design a self-play program to calculate the game tree complexity and average information set size of the game, and propose an algorithm to calculate the number of information sets.
[ { "version": "v1", "created": "Mon, 6 Dec 2021 13:08:53 GMT" } ]
1,638,835,200,000
[ [ "Wang", "Cong", "" ], [ "Lu", "Tongwei", "" ] ]
2112.03168
Mansi Sharma
Aditya Kanade and Mansi Sharma and M. Manivannan
Tele-EvalNet: A Low-cost, Teleconsultation System for Home based Rehabilitation of Stroke Survivors using Multiscale CNN-LSTM Architecture
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Technology has an important role to play in the field of Rehabilitation, improving patient outcomes and reducing healthcare costs. However, existing approaches lack clinical validation, robustness and ease of use. We propose Tele-EvalNet, a novel system consisting of two components: a live feedback model and an overall performance evaluation model. The live feedback model demonstrates feedback on exercise correctness with easy to understand instructions highlighted using color markers. The overall performance evaluation model learns a mapping of joint data to scores, given to the performance by clinicians. The model does this by extracting clinically approved features from joint data. Further, these features are encoded to a lower dimensional space with an autoencoder. A novel multi-scale CNN-LSTM network is proposed to learn a mapping of performance data to the scores by leveraging features extracted at multiple scales. The proposed system shows a high degree of improvement in score predictions and outperforms the state-of-the-art rehabilitation models.
[ { "version": "v1", "created": "Mon, 6 Dec 2021 16:58:00 GMT" } ]
1,638,835,200,000
[ [ "Kanade", "Aditya", "" ], [ "Sharma", "Mansi", "" ], [ "Manivannan", "M.", "" ] ]
2112.04087
Ganqiang Ye
Ganqiang Ye, Wen Zhang, Zhen Bi, Chi Man Wong, Chen Hui and Huajun Chen
Improving Knowledge Graph Representation Learning by Structure Contextual Pre-training
Accepted to IJCKG 2021
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Representation learning models for Knowledge Graphs (KG) have proven to be effective in encoding structural information and performing reasoning over KGs. In this paper, we propose a novel pre-training-then-fine-tuning framework for knowledge graph representation learning, in which a KG model is firstly pre-trained with triple classification task, followed by discriminative fine-tuning on specific downstream tasks such as entity type prediction and entity alignment. Drawing on the general ideas of learning deep contextualized word representations in typical pre-trained language models, we propose SCoP to learn pre-trained KG representations with structural and contextual triples of the target triple encoded. Experimental results demonstrate that fine-tuning SCoP not only outperforms results of baselines on a portfolio of downstream tasks but also avoids tedious task-specific model design and parameter training.
[ { "version": "v1", "created": "Wed, 8 Dec 2021 02:50:54 GMT" } ]
1,639,008,000,000
[ [ "Ye", "Ganqiang", "" ], [ "Zhang", "Wen", "" ], [ "Bi", "Zhen", "" ], [ "Wong", "Chi Man", "" ], [ "Hui", "Chen", "" ], [ "Chen", "Huajun", "" ] ]
2112.04145
Jiajun Fan
Jiajun Fan
A Review for Deep Reinforcement Learning in Atari:Benchmarks, Challenges, and Solutions
preliminary work, preprint
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Arcade Learning Environment (ALE) is proposed as an evaluation platform for empirically assessing the generality of agents across dozens of Atari 2600 games. ALE offers various challenging problems and has drawn significant attention from the deep reinforcement learning (RL) community. From Deep Q-Networks (DQN) to Agent57, RL agents seem to achieve superhuman performance in ALE. However, is this the case? In this paper, to explore this problem, we first review the current evaluation metrics in the Atari benchmarks and then reveal that the current evaluation criteria of achieving superhuman performance are inappropriate, which underestimated the human performance relative to what is possible. To handle those problems and promote the development of RL research, we propose a novel Atari benchmark based on human world records (HWR), which puts forward higher requirements for RL agents on both final performance and learning efficiency. Furthermore, we summarize the state-of-the-art (SOTA) methods in Atari benchmarks and provide benchmark results over new evaluation metrics based on human world records. We concluded that at least four open challenges hinder RL agents from achieving superhuman performance from those new benchmark results. Finally, we also discuss some promising ways to handle those problems.
[ { "version": "v1", "created": "Wed, 8 Dec 2021 06:52:23 GMT" }, { "version": "v2", "created": "Fri, 10 Dec 2021 14:48:34 GMT" }, { "version": "v3", "created": "Sat, 11 Jun 2022 13:31:47 GMT" }, { "version": "v4", "created": "Thu, 16 Jun 2022 16:55:57 GMT" }, { "version": "v5", "created": "Mon, 27 Feb 2023 02:09:25 GMT" } ]
1,677,542,400,000
[ [ "Fan", "Jiajun", "" ] ]
2112.04286
Damien Pellier
Maxence Grand, Damien Pellier and Humbert Fiorino
TempAMLSI : Temporal Action Model Learning based on Grammar Induction
Proceedings of the International workshop of Knowledge Engineering for Planning and Scheduling (ICAPS), 2021
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Hand-encoding PDDL domains is generally accepted as difficult, tedious and error-prone. The difficulty is even greater when temporal domains have to be encoded. Indeed, actions have a duration and their effects are not instantaneous. In this paper, we present TempAMLSI, an algorithm based on the AMLSI approach able to learn temporal domains. TempAMLSI is based on the classical assumption done in temporal planning that it is possible to convert a non-temporal domain into a temporal domain. TempAMLSI is the first approach able to learn temporal domain with single hard envelope and Cushing's intervals. We show experimentally that TempAMLSI is able to learn accurate temporal domains, i.e., temporal domain that can be used directly to solve new planning problem, with different forms of action concurrency.
[ { "version": "v1", "created": "Wed, 8 Dec 2021 13:46:08 GMT" } ]
1,639,008,000,000
[ [ "Grand", "Maxence", "" ], [ "Pellier", "Damien", "" ], [ "Fiorino", "Humbert", "" ] ]
2112.04751
Kirill Krinkin
Kirill Krinkin and Yulia Shichkina and Andrey Ignatyev
Co-evolutionary hybrid intelligence
4 pages
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Artificial intelligence is one of the drivers of modern technological development. The current approach to the development of intelligent systems is data-centric. It has several limitations: it is fundamentally impossible to collect data for modeling complex objects and processes; training neural networks requires huge computational and energy resources; solutions are not explainable. The article discusses an alternative approach to the development of artificial intelligence systems based on human-machine hybridization and their co-evolution.
[ { "version": "v1", "created": "Thu, 9 Dec 2021 08:14:56 GMT" } ]
1,639,094,400,000
[ [ "Krinkin", "Kirill", "" ], [ "Shichkina", "Yulia", "" ], [ "Ignatyev", "Andrey", "" ] ]
2112.05218
Mingxuan Li
Yiheng Xie, Mingxuan Li, Shangqun Yu, Michael Littman
Learning Generalizable Behavior via Visual Rewrite Rules
AAAI 2022 Workshop on Reinforcement Learning in Games
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
Though deep reinforcement learning agents have achieved unprecedented success in recent years, their learned policies can be brittle, failing to generalize to even slight modifications of their environments or unfamiliar situations. The black-box nature of the neural network learning dynamics makes it impossible to audit trained deep agents and recover from such failures. In this paper, we propose a novel representation and learning approach to capture environment dynamics without using neural networks. It originates from the observation that, in games designed for people, the effect of an action can often be perceived in the form of local changes in consecutive visual observations. Our algorithm is designed to extract such vision-based changes and condense them into a set of action-dependent descriptive rules, which we call ''visual rewrite rules'' (VRRs). We also present preliminary results from a VRR agent that can explore, expand its rule set, and solve a game via planning with its learned VRR world model. In several classical games, our non-deep agent demonstrates superior performance, extreme sample efficiency, and robust generalization ability compared with several mainstream deep agents.
[ { "version": "v1", "created": "Thu, 9 Dec 2021 21:23:26 GMT" } ]
1,639,353,600,000
[ [ "Xie", "Yiheng", "" ], [ "Li", "Mingxuan", "" ], [ "Yu", "Shangqun", "" ], [ "Littman", "Michael", "" ] ]
2112.05434
Qiming Ye Mr
Qiming Ye, Yuxiang Feng, Jing Han, Marc Stettler, Panagiotis Angeloudis
A Reinforcement Learning-based Adaptive Control Model for Future Street Planning, An Algorithm and A Case Study
Proceeding for 57th ISOCARP World Planning Congress, Nov 8-11, 2021, Doha, Qatar
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
With the emerging technologies in Intelligent Transportation System (ITS), the adaptive operation of road space is likely to be realised within decades. An intelligent street can learn and improve its decision-making on the right-of-way (ROW) for road users, liberating more active pedestrian space while maintaining traffic safety and efficiency. However, there is a lack of effective controlling techniques for these adaptive street infrastructures. To fill this gap in existing studies, we formulate this control problem as a Markov Game and develop a solution based on the multi-agent Deep Deterministic Policy Gradient (MADDPG) algorithm. The proposed model can dynamically assign ROW for sidewalks, autonomous vehicles (AVs) driving lanes and on-street parking areas in real-time. Integrated with the SUMO traffic simulator, this model was evaluated using the road network of the South Kensington District against three cases of divergent traffic conditions: pedestrian flow rates, AVs traffic flow rates and parking demands. Results reveal that our model can achieve an average reduction of 3.87% and 6.26% in street space assigned for on-street parking and vehicular operations. Combined with space gained by limiting the number of driving lanes, the average proportion of sidewalks to total widths of streets can significantly increase by 10.13%.
[ { "version": "v1", "created": "Fri, 10 Dec 2021 10:32:46 GMT" } ]
1,639,353,600,000
[ [ "Ye", "Qiming", "" ], [ "Feng", "Yuxiang", "" ], [ "Han", "Jing", "" ], [ "Stettler", "Marc", "" ], [ "Angeloudis", "Panagiotis", "" ] ]
2112.05614
Alun Preece
Mihai Boicu, Erik Blasch, Alun Preece
AAAI FSS-21: Artificial Intelligence in Government and Public Sector Proceedings
Post-symposium proceedings including 9 papers
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Proceedings of the AAAI Fall Symposium on Artificial Intelligence in Government and Public Sector, Washington, DC, USA, November 4-6, 2021
[ { "version": "v1", "created": "Fri, 10 Dec 2021 15:48:31 GMT" } ]
1,639,353,600,000
[ [ "Boicu", "Mihai", "" ], [ "Blasch", "Erik", "" ], [ "Preece", "Alun", "" ] ]
2112.05638
Wu Xing
Chaochen Gao, Xing Wu, Peng Wang, Jue Wang, Liangjun Zang, Zhongyuan Wang, Songlin Hu
DistilCSE: Effective Knowledge Distillation For Contrastive Sentence Embeddings
Work in progress
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Large-scale contrastive learning models can learn very informative sentence embeddings, but are hard to serve online due to the huge model size. Therefore, they often play the role of "teacher", transferring abilities to small "student" models through knowledge distillation. However, knowledge distillation inevitably brings some drop in embedding effect. To tackle that, we propose an effective knowledge distillation framework for contrastive sentence embeddings, termed DistilCSE. It first applies knowledge distillation on a large amount of unlabeled data, and then fine-tunes student models through contrastive learning on limited labeled data. To achieve better distillation results, we further propose Contrastive Knowledge Distillation (CKD). CKD uses InfoNCE as the loss function in knowledge distillation, enhancing the objective consistency among teacher model training, knowledge distillation, and student model fine-tuning. Extensive experiments show that student models trained with the proposed DistilCSE and CKD suffer from little or even no performance decrease and consistently outperform the corresponding counterparts of the same parameter size. Impressively, our 110M student model outperforms the latest state-of-the-art model, i.e., Sentence-T5 (11B), with only 1% parameters and 0.25% unlabeled data.
[ { "version": "v1", "created": "Fri, 10 Dec 2021 16:11:23 GMT" }, { "version": "v2", "created": "Mon, 30 Jan 2023 16:31:21 GMT" } ]
1,675,123,200,000
[ [ "Gao", "Chaochen", "" ], [ "Wu", "Xing", "" ], [ "Wang", "Peng", "" ], [ "Wang", "Jue", "" ], [ "Zang", "Liangjun", "" ], [ "Wang", "Zhongyuan", "" ], [ "Hu", "Songlin", "" ] ]
2112.05700
Brianna Richardson
Brianna Richardson, Juan E. Gilbert
A Framework for Fairness: A Systematic Review of Existing Fair AI Solutions
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
In a world of daily emerging scientific inquisition and discovery, the prolific launch of machine learning across industries comes to little surprise for those familiar with the potential of ML. Neither so should the congruent expansion of ethics-focused research that emerged as a response to issues of bias and unfairness that stemmed from those very same applications. Fairness research, which focuses on techniques to combat algorithmic bias, is now more supported than ever before. A large portion of fairness research has gone to producing tools that machine learning practitioners can use to audit for bias while designing their algorithms. Nonetheless, there is a lack of application of these fairness solutions in practice. This systematic review provides an in-depth summary of the algorithmic bias issues that have been defined and the fairness solution space that has been proposed. Moreover, this review provides an in-depth breakdown of the caveats to the solution space that have arisen since their release and a taxonomy of needs that have been proposed by machine learning practitioners, fairness researchers, and institutional stakeholders. These needs have been organized and addressed to the parties most influential to their implementation, which includes fairness researchers, organizations that produce ML algorithms, and the machine learning practitioners themselves. These findings can be used in the future to bridge the gap between practitioners and fairness experts and inform the creation of usable fair ML toolkits.
[ { "version": "v1", "created": "Fri, 10 Dec 2021 17:51:20 GMT" } ]
1,639,353,600,000
[ [ "Richardson", "Brianna", "" ], [ "Gilbert", "Juan E.", "" ] ]
2112.05742
Adrian Groza
Roxana Szomiu and Adrian Groza
A Puzzle-Based Dataset for Natural Language Inference
null
null
10.13140/RG.2.2.19206.09289
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
We provide here a dataset for tasks related to natural language understanding and natural language inference. The dataset contains logical puzzles in natural language from three domains: comparing puzzles, knighs and knaves, and zebra puzzles. Each puzzle is associated with the entire set of atomic questions that can be generated based on the relations and individuals occurring in the text. For each question we provide the correct answer: entailment, contradiction or ambiguity. The answer's correctness is verified against theorem provers. Good puzzles have two properties: (i) each piece of information is necessary and (ii) no unnecessary information is provided. These properties make puzzles interesting candidates for machine comprehension tasks.
[ { "version": "v1", "created": "Fri, 10 Dec 2021 18:53:06 GMT" } ]
1,639,353,600,000
[ [ "Szomiu", "Roxana", "" ], [ "Groza", "Adrian", "" ] ]
2112.06028
Hankz Hankui Zhuo
Siqi Hong, Hankz Hankui Zhuo, Kebing Jin, Guang Shao, Zhanwen Zhou
Retrosynthetic Planning with Experience-Guided Monte Carlo Tree Search
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by-sa/4.0/
In retrosynthetic planning, the huge number of possible routes to synthesize a complex molecule using simple building blocks leads to a combinatorial explosion of possibilities. Even experienced chemists often have difficulty to select the most promising transformations. The current approaches rely on human-defined or machine-trained score functions which have limited chemical knowledge or use expensive estimation methods for guiding. Here we an propose experience-guided Monte Carlo tree search (EG-MCTS) to deal with this problem. Instead of rollout, we build an experience guidance network to learn knowledge from synthetic experiences during the search. Experiments on benchmark USPTO datasets show that, EG-MCTS gains significant improvement over state-of-the-art approaches both in efficiency and effectiveness. In a comparative experiment with the literature, our computer-generated routes mostly matched the reported routes. Routes designed for real drug compounds exhibit the effectiveness of EG-MCTS on assisting chemists performing retrosynthetic analysis.
[ { "version": "v1", "created": "Sat, 11 Dec 2021 17:14:15 GMT" }, { "version": "v2", "created": "Sat, 10 Jun 2023 03:13:46 GMT" } ]
1,686,614,400,000
[ [ "Hong", "Siqi", "" ], [ "Zhuo", "Hankz Hankui", "" ], [ "Jin", "Kebing", "" ], [ "Shao", "Guang", "" ], [ "Zhou", "Zhanwen", "" ] ]
2112.06055
Juan Jose Garau-Luis
Juan Jose Garau-Luis and Skylar Eiskowitz and Nils Pachler and Edward Crawley and Bruce Cameron
Towards Autonomous Satellite Communications: An AI-based Framework to Address System-level Challenges
AAAI Workshop on AI to Accelerate Science and Engineering, at AAAI Conference 2022
null
null
null
cs.AI
http://creativecommons.org/licenses/by-sa/4.0/
The next generation of satellite constellations is designed to better address the future needs of our connected society: highly-variable data demand, mobile connectivity, and reaching more under-served regions. Artificial Intelligence (AI) and learning-based methods are expected to become key players in the industry, given the poor scalability and slow reaction time of current resource allocation mechanisms. While AI frameworks have been validated for isolated communication tasks or subproblems, there is still not a clear path to achieve fully-autonomous satellite systems. Part of this issue results from the focus on subproblems when designing models, instead of the necessary system-level perspective. In this paper we try to bridge this gap by characterizing the system-level needs that must be met to increase satellite autonomy, and introduce three AI-based components (Demand Estimator, Offline Planner, and Real Time Engine) that jointly address them. We first do a broad literature review on the different subproblems and identify the missing links to the system-level goals. In response to these gaps, we outline the three necessary components and highlight their interactions. We also discuss how current models can be incorporated into the framework and possible directions of future work.
[ { "version": "v1", "created": "Sat, 11 Dec 2021 19:36:58 GMT" } ]
1,639,440,000,000
[ [ "Garau-Luis", "Juan Jose", "" ], [ "Eiskowitz", "Skylar", "" ], [ "Pachler", "Nils", "" ], [ "Crawley", "Edward", "" ], [ "Cameron", "Bruce", "" ] ]
2112.06780
Prateek Goel
Prateek Goel, Adam J. Johs, Manil Shrestha, and Rosina O. Weber
Explanation Container in Case-Based Biomedical Question-Answering
Incomplete acknowledgments. Paper to be withdrawn until further notice
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
The National Center for Advancing Translational Sciences(NCATS) Biomedical Data Translator (Translator) aims to attenuate problems faced by translational scientists. Translator is a multi-agent architecture consisting of six autonomous relay agents (ARAs) and eight knowledge providers (KPs). In this paper, we present the design of the Explanatory Agent (xARA), a case-based ARA that answers biomedical queries by accessing multiple KPs, ranking results, and explaining the ranking of results. The Explanatory Agent is designed with five knowledge containers that include the four original knowledge containers and one additional container for explanation - the Explanation Container. The Explanation Container is case-based and designed with its own knowledge containers.
[ { "version": "v1", "created": "Mon, 13 Dec 2021 16:44:27 GMT" }, { "version": "v2", "created": "Wed, 22 Dec 2021 17:36:07 GMT" } ]
1,640,217,600,000
[ [ "Goel", "Prateek", "" ], [ "Johs", "Adam J.", "" ], [ "Shrestha", "Manil", "" ], [ "Weber", "Rosina O.", "" ] ]
2112.06917
Mao Luo
Mao Luo, Chu-Min Li, Xinyun Wu, Shuolin Li, Zhipeng L\"u
Branching Strategy Selection Approach Based on Vivification Ratio
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The two most effective branching strategies LRB and VSIDS perform differently on different types of instances. Generally, LRB is more effective on crafted instances, while VSIDS is more effective on application ones. However, distinguishing the types of instances is difficult. To overcome this drawback, we propose a branching strategy selection approach based on the vivification ratio. This approach uses the LRB branching strategy more to solve the instances with a very low vivification ratio. We tested the instances from the main track of SAT competitions in recent years. The results show that the proposed approach is robust and it significantly increases the number of solved instances. It is worth mentioning that, with the help of our approach, the solver Maple\_CM can solve more than 16 instances for the benchmark from the 2020 SAT competition.
[ { "version": "v1", "created": "Sat, 11 Dec 2021 04:07:39 GMT" } ]
1,639,526,400,000
[ [ "Luo", "Mao", "" ], [ "Li", "Chu-Min", "" ], [ "Wu", "Xinyun", "" ], [ "Li", "Shuolin", "" ], [ "Lü", "Zhipeng", "" ] ]
2112.07045
Ahmad Hassanat
Ahmad B. Hassanat, Ghada A. Altarawneh, and Ahmad S. Tarawneh, David Carfi, Abdullah Almuhaimeed
Fuzzy Win-Win: A Novel Approach to Quantify Win-Win Using Fuzzy Logic
25 pages, 5 figures
Mathematics, 10, 2022, 884
10.3390/math10060884
null
cs.AI
http://creativecommons.org/licenses/by-nc-nd/4.0/
The classic win-win has a key flaw in that it cannot offer the parties the right amounts of winning because each party believes they are winners. In reality, one party may win more than the other. This strategy is not limited to a single product or negotiation; it may be applied to a variety of situations in life. We present a novel way to measure the win-win situation in this paper. The proposed method employs Fuzzy logic to create a mathematical model that aids negotiators in quantifying their winning percentages. The model is put to the test on real-life negotiations scenarios such as the Iraqi-Jordanian oil deal, and the iron ore negotiation (2005-2009). The presented model has shown to be a useful tool in practice and can be easily generalized to be utilized in other domains as well.
[ { "version": "v1", "created": "Mon, 13 Dec 2021 22:17:43 GMT" }, { "version": "v2", "created": "Tue, 22 Feb 2022 13:25:50 GMT" } ]
1,647,561,600,000
[ [ "Hassanat", "Ahmad B.", "" ], [ "Altarawneh", "Ghada A.", "" ], [ "Tarawneh", "Ahmad S.", "" ], [ "Carfi", "David", "" ], [ "Almuhaimeed", "Abdullah", "" ] ]
2112.07493
Samaneh Jozashoori
Samaneh Jozashoori, Ahmad Sakor, Enrique Iglesias, Maria-Esther Vidal
EABlock: A Declarative Entity Alignment Block for Knowledge Graph Creation Pipelines
null
null
10.1145/3477314.3507132
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Despite encoding enormous amount of rich and valuable data, existing data sources are mostly created independently, being a significant challenge to their integration. Mapping languages, e.g., RML and R2RML, facilitate declarative specification of the process of applying meta-data and integrating data into a knowledge graph. Mapping rules can also include knowledge extraction functions in addition to expressing correspondences among data sources and a unified schema. Combining mapping rules and functions represents a powerful formalism to specify pipelines for integrating data into a knowledge graph transparently. Surprisingly, these formalisms are not fully adapted, and many knowledge graphs are created by executing ad-hoc programs to pre-process and integrate data. In this paper, we present EABlock, an approach integrating Entity Alignment (EA) as part of RML mapping rules. EABlock includes a block of functions performing entity recognition from textual attributes and link the recognized entities to the corresponding resources in Wikidata, DBpedia, and domain specific thesaurus, e.g., UMLS. EABlock provides agnostic and efficient techniques to evaluate the functions and transfer the mappings to facilitate its application in any RML-compliant engine. We have empirically evaluated EABlock performance, and results indicate that EABlock speeds up knowledge graph creation pipelines that require entity recognition and linking in state-of-the-art RML-compliant engines. EABlock is also publicly available as a tool through a GitHub repository(https://github.com/SDM-TIB/EABlock) and a DOI(https://doi.org/10.5281/zenodo.5779773).
[ { "version": "v1", "created": "Tue, 14 Dec 2021 15:59:03 GMT" }, { "version": "v2", "created": "Wed, 15 Dec 2021 16:30:15 GMT" } ]
1,663,804,800,000
[ [ "Jozashoori", "Samaneh", "" ], [ "Sakor", "Ahmad", "" ], [ "Iglesias", "Enrique", "" ], [ "Vidal", "Maria-Esther", "" ] ]
2112.07761
Marek Szyku{\l}a
Jakub Kowalski, Maksymilian Mika, Wojciech Pawlik, Jakub Sutowicz, Marek Szyku{\l}a, Mark H. M. Winands
Split Moves for Monte-Carlo Tree Search
AAAI 2022
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
In many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons. Such division of a player move into a sequence of simpler / lower level moves is called \emph{splitting}. So far, split moves have been applied only in forementioned straightforward cases, and furthermore, there was almost no study revealing its impact on agents' playing strength. Taking the knowledge-free perspective, we aim to answer how to effectively use split moves within Monte-Carlo Tree Search (MCTS) and what is the practical impact of split design on agents' strength. This paper proposes a generalization of MCTS that works with arbitrarily split moves. We design several variations of the algorithm and try to measure the impact of split moves separately on efficiency, quality of MCTS, simulations, and action-based heuristics. The tests are carried out on a set of board games and performed using the Regular Boardgames General Game Playing formalism, where split strategies of different granularity can be automatically derived based on an abstract description of the game. The results give an overview of the behavior of agents using split design in different ways. We conclude that split design can be greatly beneficial for single- as well as multi-action games.
[ { "version": "v1", "created": "Tue, 14 Dec 2021 22:06:54 GMT" } ]
1,639,612,800,000
[ [ "Kowalski", "Jakub", "" ], [ "Mika", "Maksymilian", "" ], [ "Pawlik", "Wojciech", "" ], [ "Sutowicz", "Jakub", "" ], [ "Szykuła", "Marek", "" ], [ "Winands", "Mark H. M.", "" ] ]
2112.07867
Aman Madaan
Niket Tandon, Aman Madaan, Peter Clark, Keisuke Sakaguchi, Yiming Yang
Interscript: A dataset for interactive learning of scripts through error feedback
AAAI'22-Workshop on Interactive Machine Learning
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
How can an end-user provide feedback if a deployed structured prediction model generates inconsistent output, ignoring the structural complexity of human language? This is an emerging topic with recent progress in synthetic or constrained settings, and the next big leap would require testing and tuning models in real-world settings. We present a new dataset, Interscript, containing user feedback on a deployed model that generates complex everyday tasks. Interscript contains 8,466 data points -- the input is a possibly erroneous script and a user feedback, and the output is a modified script. We posit two use-cases of \ours that might significantly advance the state-of-the-art in interactive learning. The dataset is available at: https://github.com/allenai/interscript.
[ { "version": "v1", "created": "Wed, 15 Dec 2021 04:04:03 GMT" }, { "version": "v2", "created": "Thu, 16 Dec 2021 03:31:52 GMT" } ]
1,639,699,200,000
[ [ "Tandon", "Niket", "" ], [ "Madaan", "Aman", "" ], [ "Clark", "Peter", "" ], [ "Sakaguchi", "Keisuke", "" ], [ "Yang", "Yiming", "" ] ]
2112.08589
Wen Zhang
Wen Zhang, Shumin Deng, Mingyang Chen, Liang Wang, Qiang Chen, Feiyu Xiong, Xiangwen Liu, Huajun Chen
Knowledge Graph Embedding in E-commerce Applications: Attentive Reasoning, Explanations, and Transferable Rules
Accepted at IJCKG2021
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Knowledge Graphs (KGs), representing facts as triples, have been widely adopted in many applications. Reasoning tasks such as link prediction and rule induction are important for the development of KGs. Knowledge Graph Embeddings (KGEs) embedding entities and relations of a KG into continuous vector spaces, have been proposed for these reasoning tasks and proven to be efficient and robust. But the plausibility and feasibility of applying and deploying KGEs in real-work applications has not been well-explored. In this paper, we discuss and report our experiences of deploying KGEs in a real domain application: e-commerce. We first identity three important desiderata for e-commerce KG systems: 1) attentive reasoning, reasoning over a few target relations of more concerns instead of all; 2) explanation, providing explanations for a prediction to help both users and business operators understand why the prediction is made; 3) transferable rules, generating reusable rules to accelerate the deployment of a KG to new systems. While non existing KGE could meet all these desiderata, we propose a novel one, an explainable knowledge graph attention network that make prediction through modeling correlations between triples rather than purely relying on its head entity, relation and tail entity embeddings. It could automatically selects attentive triples for prediction and records the contribution of them at the same time, from which explanations could be easily provided and transferable rules could be efficiently produced. We empirically show that our method is capable of meeting all three desiderata in our e-commerce application and outperform typical baselines on datasets from real domain applications.
[ { "version": "v1", "created": "Thu, 16 Dec 2021 03:26:36 GMT" } ]
1,639,699,200,000
[ [ "Zhang", "Wen", "" ], [ "Deng", "Shumin", "" ], [ "Chen", "Mingyang", "" ], [ "Wang", "Liang", "" ], [ "Chen", "Qiang", "" ], [ "Xiong", "Feiyu", "" ], [ "Liu", "Xiangwen", "" ], [ "Chen", "Huajun", "" ] ]
2112.09462
Jasmina Gajcin
Jasmina Gajcin, Rahul Nair, Tejaswini Pedapati, Radu Marinescu, Elizabeth Daly, Ivana Dusparic
Contrastive Explanations for Comparing Preferences of Reinforcement Learning Agents
7 pages, 3 figures
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
In complex tasks where the reward function is not straightforward and consists of a set of objectives, multiple reinforcement learning (RL) policies that perform task adequately, but employ different strategies can be trained by adjusting the impact of individual objectives on reward function. Understanding the differences in strategies between policies is necessary to enable users to choose between offered policies, and can help developers understand different behaviors that emerge from various reward functions and training hyperparameters in RL systems. In this work we compare behavior of two policies trained on the same task, but with different preferences in objectives. We propose a method for distinguishing between differences in behavior that stem from different abilities from those that are a consequence of opposing preferences of two RL agents. Furthermore, we use only data on preference-based differences in order to generate contrasting explanations about agents' preferences. Finally, we test and evaluate our approach on an autonomous driving task and compare the behavior of a safety-oriented policy and one that prefers speed.
[ { "version": "v1", "created": "Fri, 17 Dec 2021 11:57:57 GMT" } ]
1,639,958,400,000
[ [ "Gajcin", "Jasmina", "" ], [ "Nair", "Rahul", "" ], [ "Pedapati", "Tejaswini", "" ], [ "Marinescu", "Radu", "" ], [ "Daly", "Elizabeth", "" ], [ "Dusparic", "Ivana", "" ] ]
2112.09573
Shaul Zevin
Zevin Shaul, Sheikh Naaz
cgSpan: Closed Graph-Based Substructure Pattern Mining
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
gSpan is a popular algorithm for mining frequent subgraphs. cgSpan (closed graph-based substructure pattern mining) is a gSpan extension that only mines closed subgraphs. A subgraph g is closed in the graphs database if there is no proper frequent supergraph of g that has equivalent occurrence with g. cgSpan adds the Early Termination pruning method to the gSpan pruning methods, while leaving the original gSpan steps unchanged. cgSpan also detects and handles cases in which Early Termination should not be applied. To the best of our knowledge, cgSpan is the first publicly available implementation for closed graphs mining
[ { "version": "v1", "created": "Fri, 17 Dec 2021 15:27:20 GMT" } ]
1,639,958,400,000
[ [ "Shaul", "Zevin", "" ], [ "Naaz", "Sheikh", "" ] ]
2112.10190
Koen Holtman
Koen Holtman
Demanding and Designing Aligned Cognitive Architectures
PERLS Workshop at 35th Conference on Neural Information Processing Systems (NeurIPS 2021). This arXiv version extends the workshop camera-ready version by adding four figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
With AI systems becoming more powerful and pervasive, there is increasing debate about keeping their actions aligned with the broader goals and needs of humanity. This multi-disciplinary and multi-stakeholder debate must resolve many issues, here we examine three of them. The first issue is to clarify what demands stakeholders might usefully make on the designers of AI systems, useful because the technology exists to implement them. We make this technical topic more accessible by using the framing of cognitive architectures. The second issue is to move beyond an analytical framing that treats useful intelligence as being reward maximization only. To support this move, we define several AI cognitive architectures that combine reward maximization with other technical elements designed to improve alignment. The third issue is how stakeholders should calibrate their interactions with modern machine learning researchers. We consider how current fashions in machine learning create a narrative pull that participants in technical and policy discussions should be aware of, so that they can compensate for it. We identify several technically tractable but currently unfashionable options for improving AI alignment.
[ { "version": "v1", "created": "Sun, 19 Dec 2021 16:49:28 GMT" } ]
1,640,044,800,000
[ [ "Holtman", "Koen", "" ] ]