Asia
Instruction Taking in the TeamTalk System
Rudnicky, Alexander I. (Carnegie Mellon University) | Pappu, Aasish (Carnegie Mellon University) | Li, Peng (Carnegie Mellon University) | Marge, Matthew (Carnegie Mellon University) | Frisch, Benjamin (Carnegie Mellon University)
TeamTalk is dialogue framework that supports multi-participant spoken interaction between humans and robots in a task-oriented setting that requires cooperation and coordination between team members. This paper describes some recently added features to the system, in particular the ability for robots to accept and remember location labels and the ability to learn action sequences. These capabilities reflect the incorporation into the system of an ontology and an instruction understanding component.
Automata Modeling for Cognitive Interference in Users' Relevance Judgment
Zhang, Peng (The Robert Gordon University) | Song, Dawei (The Robert Gordon University) | Hou, Yuexian (Tianjin University) | Wang, Jun (Robert Gordon University) | Bruza, Peter (Queensland University of Technology)
Quantum theory has recently been employed to further advance thetheory of information retrieval (IR). A challenging research topicis to investigate the so called quantum-like interference in users'relevance judgment process, where users are involved to judge therelevance degree of each document with respect to a given query. Inthis process, users' relevance judgment for the current document isoften interfered by the judgment for previous documents, due to theinterference on users' cognitive status. Research from cognitivescience has demonstrated some initial evidence of quantum-likecognitive interference in human decision making, which underpins theuser's relevance judgment process. This motivates us to model suchcognitive interference in the relevance judgment process, which inour belief will lead to a better modeling and explanation of userbehaviors in relevance judgement process for IR and eventually leadto more user-centric IR models. In this paper, we propose to useprobabilistic automaton (PA) and quantum finite automaton (QFA),which are suitable to represent the transition of user judgmentstates, to dynamically model the cognitive interference when theuser is judging a list of documents.
Goal-Oriented Knowledge Collection
Kuo, Yen-Ling (National Taiwan University) | Hsu, Jane Yung-jen (National Taiwan University)
Games with A Purpose (GWAP) has been demonstrated to be efficient in collecting large amount of knowledge from online users, e.g. Verbosity and Virtual Pet game. However, its effectiveness in knowledge base (KB) construction has not been explored in previous research. This paper examines the knowledge collected in the Vir- tual Pet game and presents an approach to collect more knowledge driven by the existing relations in KB. In this paper, goal-oriented knowledge collection successfully draws 10572 answers for the "food” domain. The answers are verified by online voting to show that 92.07% of them are good sentences and 95.89% of them are new sentences. This result is a significant improvement over the original Virtual Pet game, with 80.58% good sentences and 67.56% weekly new information.
Towards a Storytelling Humanoid Robot
Gelin, Rodolphe (Aldebaran) | d' (LIMSI-CNRS) | Alessandro, Christophe (Telecom ParisTech) | Le, Quoc Anh (Acapela) | Deroo, Olivier (LIMSI-CNRS) | Doukhan, David (LIMSI-CNRS) | Martin, Jean-Claude (Telecom ParisTech) | Pelachaud, Catherine (LIMSI-CNRS) | Rilliard, Albert (LIMSI-CNRS) | Rosset, Sophie
The useful This paper reports on the ongoing work done in the information is obviously multilevel. In this work we are GVLEX project. The aim of this multidisciplinary project not willing to design complete analysis for each level of is to design and test a storytelling humanoid robot. Ideally, interest but rather to design a multilevel analysis able to the robot would be able to process automatically a given point out the interesting parts of the tale. Based on the tale or short story, and to play it for a children audience.
Grounding New Words on the Physical World in Multi-Domain Human-Robot Dialogues
Nakano, Mikio (Honda Research Institute Japan Co., Ltd.) | Iwahashi, Naoto (ATR Media Information Science Research Laboratories / National Institute of Information and Communications Technology) | Nagai, Takayuki (University of Electro-Communications) | Sumii, Taisuke (ATR Media Information Science Research Laboratories / Kyoto Institute of Technology) | Zuo, Xiang (ATR Media Information Science Research Laboratories / Kyoto Institute of Technology) | Taguchi, Ryo (ATR Media Information Science Research Laboratories / Nagoya Institute of Technology) | Nose, Takashi (ATR Media Information Science Research Laboratories / Tokyo Institute of Technology) | Mizutani, Akira (University of Electro-Communications) | Nakamura, Tomoaki (University of Electro-Communications) | Attamim, Muhanmad (University of Electro-Communications) | Narimatsu, Hiromi (University of Electro-Communications) | Funakoshi, Kotaro (Honda Research Institute Japan Co., Ltd.) | Hasegawa, Yuji (Honda Research Institute Japan Co., Ltd.)
This paper summarizes our ongoing project on developing an architecture for a robot that can acquire new words and their meanings while engaging in multi-domain dialogues. These two functions are crucial in making conversational service robots work in real tasks in the real world. Household robots and office robots need to be able to work in multiple task domains and they also need to engage in dialogues in multiple domains corresponding to those task domains. Lexical acquisition is necessary because speech understanding cannot be done without enough knowledge on words that are possibly spoken in the task domain. Our architecture is based on a multi-expert model in which multiple domain experts are employed and one of them is selected based on the user utterance and the situation to engage in the control of the dialogue and physical behaviors. We incorporate experts that have an ability to acquire new lexical entries and their meanings grounded on the physical world through spoken interactions. By appropriately selecting those experts, lexical acquisition in multi-domain dialogues becomes possible. An example robotic system based on this architecture that can acquire object names and location names demonstrates the viability of the architecture.
Significance of Classification Techniques in Prediction of Learning Disabilities
Balakrishnan, Julie M. David And Kannan
The aim of this study is to show the importance of two classification techniques, viz. decision tree and clustering, in prediction of learning disabilities (LD) of school-age children. LDs affect about 10 percent of all children enrolled in schools. The problems of children with specific learning disabilities have been a cause of concern to parents and teachers for some time. Decision trees and clustering are powerful and popular tools used for classification and prediction in Data mining. Different rules extracted from the decision tree are used for prediction of learning disabilities. Clustering is the assignment of a set of observations into subsets, called clusters, which are useful in finding the different signs and symptoms (attributes) present in the LD affected child. In this paper, J48 algorithm is used for constructing the decision tree and K-means algorithm is used for creating the clusters. By applying these classification techniques, LD in any child can be identified.
Theta*: Any-Angle Path Planning on Grids
Daniel, K., Nash, A., Koenig, S., Felner, A.
Grids with blocked and unblocked cells are often used to represent terrain in robotics and video games. However, paths formed by grid edges can be longer than true shortest paths in the terrain since their headings are artificially constrained. We present two new correct and complete any-angle path-planning algorithms that avoid this shortcoming. Basic Theta* and Angle-Propagation Theta* are both variants of A* that propagate information along grid edges without constraining paths to grid edges. Basic Theta* is simple to understand and implement, fast and finds short paths. However, it is not guaranteed to find true shortest paths. Angle-Propagation Theta* achieves a better worst-case complexity per vertex expansion than Basic Theta* by propagating angle ranges when it expands vertices, but is more complex, not as fast and finds slightly longer paths. We refer to Basic Theta* and Angle-Propagation Theta* collectively as Theta*. Theta* has unique properties, which we analyze in detail. We show experimentally that it finds shorter paths than both A* with post-smoothed paths and Field D* (the only other version of A* we know of that propagates information along grid edges without constraining paths to grid edges) with a runtime comparable to that of A* on grids. Finally, we extend Theta* to grids that contain unblocked cells with non-uniform traversal costs and introduce variants of Theta* which provide different tradeoffs between path length and runtime.
Kalman Temporal Differences
Because reinforcement learning suffers from a lack of scalability, online value (and Q-) function approximation has received increasing interest this last decade. This contribution introduces a novel approximation scheme, namely the Kalman Temporal Differences (KTD) framework, that exhibits the following features: sample-efficiency, non-linear approximation, non-stationarity handling and uncertainty management. A first KTD-based algorithm is provided for deterministic Markov Decision Processes (MDP) which produces biased estimates in the case of stochastic transitions. Than the eXtended KTD framework (XKTD), solving stochastic MDP, is described. Convergence is analyzed for special cases for both deterministic and stochastic transitions. Related algorithms are experimented on classical benchmarks. They compare favorably to the state of the art while exhibiting the announced features.
On the Foundations of Adversarial Single-Class Classification
El-Yaniv, Ran, Nisenson, Mordechai
Motivated by authentication, intrusion and spam detection applications we consider single-class classification (SCC) as a two-person game between the learner and an adversary. In this game the learner has a sample from a target distribution and the goal is to construct a classifier capable of distinguishing observations from the target distribution from observations emitted from an unknown other distribution. The ideal SCC classifier must guarantee a given tolerance for the false-positive error (false alarm rate) while minimizing the false negative error (intruder pass rate). Viewing SCC as a two-person zero-sum game we identify both deterministic and randomized optimal classification strategies for different game variants. We demonstrate that randomized classification can provide a significant advantage. In the deterministic setting we show how to reduce SCC to two-class classification where in the two-class problem the other class is a synthetically generated distribution. We provide an efficient and practical algorithm for constructing and solving the two class problem. The algorithm distinguishes low density regions of the target distribution and is shown to be consistent.
Random Projection Trees Revisited
The Random Projection Tree structures proposed in [Freund-Dasgupta STOC08] are space partitioning data structures that automatically adapt to various notions of intrinsic dimensionality of data. We prove new results for both the RPTreeMax and the RPTreeMean data structures. Our result for RPTreeMax gives a near-optimal bound on the number of levels required by this data structure to reduce the size of its cells by a factor $s \geq 2$. We also prove a packing lemma for this data structure. Our final result shows that low-dimensional manifolds have bounded Local Covariance Dimension. As a consequence we show that RPTreeMean adapts to manifold dimension as well.