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Spatial Entity Resolution between Restaurant Locations and Transportation Destinations in Southeast Asia
Solving this problem can improve precision by removing duplicates, and can enrich detail by (for example) merging a phone Location matters in many businesses and services today, number from one record with the hours of operation particularly for transportation and delivery, scenarios from another, once these records are known to refer in which it is important to find the correct pickup to the same thing. This problem is referred to as entity and drop-off locations very quickly. User experience resolution (see (Talburt, 2011)), and it occurs with can be negatively affected if the location information various datasets, including those representing people, is inaccurate or insufficient. Inaccuracies products, works of literature, etc. can originate from imprecise GPS data, manual error happening in the process of data entry, or the lack of For Grab, one entity resolution problem that arises effective data quality control. Insufficiencies can also for spatial data is the alignment of transportation destinations take many forms, including lack of coverage, and lack and restaurants. Currently Grab maintains of detail -- for example, we may know the latitude two tables separately for transportation and food delivery, and longitude of a restaurant location in a mall, but because each use case requires some specific this might not include information about where passengers features, i.e., food delivery needs information about should be dropped off, or where a delivery the estimated delivery time, cuisine types, and opening courier should park to collect food for delivery. Or hours which are absent in the POI table. However, the location of a business may be known, but not its it is highly likely that some entities from both tables contact details or opening hours.
- Asia > Southeast Asia (0.41)
- Asia > Indonesia > Borneo > Kalimantan > Central Kalimantan > Palangka Raya (0.14)
- Asia > Singapore (0.06)
- (12 more...)
- Transportation (1.00)
- Consumer Products & Services > Restaurants (1.00)
- Information Technology > Data Science (1.00)
- Information Technology > Artificial Intelligence > Machine Learning (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Information Retrieval (0.72)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Spatial Reasoning (0.67)
Enhanced Robot Motion Block of A-star Algorithm for Robotic Path Planning
Kabir, Raihan, Watanobe, Yutaka, Islam, Md. Rashedul, Naruse, Keitaro
An efficient robot path-planning model is vulnerable to the number of search nodes, path cost, and time complexity. The conventional A-star (A*) algorithm outperforms other grid-based algorithms for its heuristic search. However it shows suboptimal performance for the time, space, and number of search nodes, depending on the robot motion block (RMB). To address this challenge, this study proposes an optimal RMB for the A* path-planning algorithm to enhance the performance, where the robot movement costs are calculated by the proposed adaptive cost function. Also, a selection process is proposed to select the optimal RMB size. In this proposed model, grid-based maps are used, where the robot's next move is determined based on the adaptive cost function by searching among surrounding octet neighborhood grid cells. The cumulative value from the output data arrays is used to determine the optimal motion block size, which is formulated based on parameters. The proposed RMB significantly affects the searching time complexity and number of search nodes of the A* algorithm while maintaining almost the same path cost to find the goal position by avoiding obstacles. For the experiment, a benchmarked online dataset is used and prepared three different dimensional maps. The proposed approach is validated using approximately 7000 different grid maps with various dimensions and obstacle environments. The proposed model with an optimal RMB demonstrated a remarkable improvement of 93.98% in the number of search cells and 98.94% in time complexity compared to the conventional A* algorithm. Path cost for the proposed model remained largely comparable to other state-of-the-art algorithms. Also, the proposed model outperforms other state-of-the-art algorithms.
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.14)
- Asia > Japan > Honshū > Tōhoku > Fukushima Prefecture > Fukushima (0.04)
- Asia > Bangladesh > Dhaka Division > Dhaka District > Dhaka (0.04)
- (8 more...)
- Overview (0.93)
- Research Report > New Finding (0.46)
Keeping it Real: Using Real-World Problems to Teach AI to Diverse Audiences
Sintov, Nicole (The Ohio State University) | Kar, Debarun (University of Southern California) | Nguyen, Thanh (University of Michigan) | Fang, Fei (Carnegie Mellon University) | Hoffman, Kevin (Aspire Public Schools) | Lyet, Arnaud (World Wildlife Fund) | Tambe, Milind (University of Southern California)
In recent years, AI-based applications have increasingly been used in real-world domains. For example, game theory-based decision aids have been successfully deployed in various security settings to protect ports, airports, and wildlife. This article describes our unique problem-to-project educational approach that used games rooted in real-world issues to teach AI concepts to diverse audiences. Specifically, our educational program began by presenting real-world security issues, and progressively introduced complex AI concepts using lectures, interactive exercises, and ultimately hands-on games to promote learning. We describe our experience in applying this approach to several audiences, including students of an urban public high school, university undergraduates, and security domain experts who protect wildlife. We evaluated our approach based on results from the games and participant surveys.
- North America > United States > Minnesota > Hennepin County > Minneapolis (0.28)
- North America > United States > California > Santa Clara County > Palo Alto (0.05)
- North America > United States > California > Los Angeles County > Los Angeles (0.05)
- (12 more...)
- Instructional Material (0.93)
- Personal (0.68)
- Research Report > New Finding (0.67)
From the Lab to the Classroom and Beyond: Extending a Game-Based Research Platform for Teaching AI to Diverse Audiences
Sintov, Nicole (University of Southern California) | Kar, Debarun (University of Southern California) | Nguyen, Thanh (University of Southern California) | Fang, Fei (University of Southern California) | Hoffman, Kevin (Aspire Public Schools) | Lyet, Arnaud (World Wildlife Fund) | Tambe, Milind (University of Southern California)
Recent years have seen increasing interest in AI from outside the AI community. This is partly due to applications based on AI that have been used in real-world domains, for example, the successful deployment of game theory-based decision aids in security domains. This paper describes our teaching approach for introducing the AI concepts underlying security games to diverse audiences. We adapted a game-based research platform that served as a testbed for recent research advances in computational game theory into a set of interactive role-playing games. We guided learners in playing these games as part of our teaching strategy, which also included didactic instruction and interactive exercises on broader AI topics. We describe our experience in applying this teaching approach to diverse audiences, including students of an urban public high school, university undergraduates, and security domain experts who protect wildlife. We evaluate our approach based on results from the games and participant surveys.
- North America > United States > California > Los Angeles County > Los Angeles (0.05)
- North America > United States > New York > New York County > New York City (0.04)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- (2 more...)
- Leisure & Entertainment > Games > Computer Games (1.00)
- Education > Educational Setting > Higher Education (1.00)
- Education > Educational Setting > K-12 Education > Secondary School (0.38)
- Information Technology > Game Theory (1.00)
- Information Technology > Artificial Intelligence (1.00)