Asia
A Rule-Based Framework for Modular Development of In-Game Interactive Dialogue Simulation
Tomai, Emmett (University of Texas - Pan American) | Salinas, David (University of Texas - Pan American) | Salazar, Rosendo (University of Texas - Pan American)
In this paper, we discuss approaches to dialogue in interactive video games and interactive narrative research. We propose that situating interactive dialogue in the simplified expectations of video games is a profitable way to investigate computational dialogue simulation. Taking cues from existing physical simulations such as combat, we propose a hypothetical game environment and design goals for an embedded interactive dialogue system. We present a modular framework targeted at that environment, which is designed to enable incremental development and exploration of dialogue concepts. We describe this framework together with a work-in-progress system for simulating simple in-game negotiation dialogues.
Tactical Multi-Unit Pathplanning with GCLS
Nareyek, Alexander (National University of Singapore) | Goenawan, Aditya Kristanto (National University of Singapore)
In this paper, we are considering advanced pathplanning problems that feature finding paths for multiple units subject to rich path constraints. Examples of richer constraints are the following of other units or to stay out of sight of a specific unit. Little attention has so far been given to richer pathplanning problem where the objective is more than reaching a specific destination from a starting point such that the path length is minimized. Richer pathplanning problems occur in many complex real-world scenarios, ranging from computer games to military movement planning. In this paper, a novel way to formally specify such problems and a new local-search strategy to solve such problems are proposed and demonstrated by a prototype implementation. Among the design goals are real-time computability as well as extendibility for new constraints and search heuristics.
A Real-Time Concurrent Planning and Execution Framework for Automated Story Planning for Games
Vidal, Eric Cesar Jr. Esguerra (National University of Singapore) | Nareyek, Alexander (National University of Singapore)
This paper presents a framework that facilitates communication between a planning system (โplannerโ) and a plan execution system (โexecutorโ) to enable them to run concurrently, with the main emphasis on meeting the real-time requirements of the application domain. While the framework is applicable to general-purpose planning, its features are optimized for the requirements of automated story planning for gamesโwith emphasis on monitoring player-triggered events and handling on-time (re-)generation of story assets such as characters, maps and scenarios. This framework subsumes the traditional interleaved planning-and-execution paradigm used in embedded continual planning systems and generalizes it to a non-embedded context, making the framework ideal for use with contemporary game architectures (e.g., multithreaded game engines, or games with subsystems communicating over a network).
Learning Sentence-internal Temporal Relations
In this paper we propose a data intensive approach for inferring sentence-internal temporal relations. Temporal inference is relevant for practical NLP applications which either extract or synthesize temporal information (e.g., summarisation, question answering). Our method bypasses the need for manual coding by exploiting the presence of markers like after", which overtly signal a temporal relation. We first show that models trained on main and subordinate clauses connected with a temporal marker achieve good performance on a pseudo-disambiguation task simulating temporal inference (during testing the temporal marker is treated as unseen and the models must select the right marker from a set of possible candidates). Secondly, we assess whether the proposed approach holds promise for the semi-automatic creation of temporal annotations. Specifically, we use a model trained on noisy and approximate data (i.e., main and subordinate clauses) to predict intra-sentential relations present in TimeBank, a corpus annotated rich temporal information. Our experiments compare and contrast several probabilistic models differing in their feature space, linguistic assumptions and data requirements. We evaluate performance against gold standard corpora and also against human subjects.
A Comparison of Different Machine Transliteration Models
Machine transliteration is a method for automatically converting words in one language into phonetically equivalent ones in another language. Machine transliteration plays an important role in natural language applications such as information retrieval and machine translation, especially for handling proper nouns and technical terms. Four machine transliteration models -- grapheme-based transliteration model, phoneme-based transliteration model, hybrid transliteration model, and correspondence-based transliteration model -- have been proposed by several researchers. To date, however, there has been little research on a framework in which multiple transliteration models can operate simultaneously. Furthermore, there has been no comparison of the four models within the same framework and using the same data. We addressed these problems by 1) modeling the four models within the same framework, 2) comparing them under the same conditions, and 3) developing a way to improve machine transliteration through this comparison. Our comparison showed that the hybrid and correspondence-based models were the most effective and that the four models can be used in a complementary manner to improve machine transliteration performance.
Higher-Order Markov Tag-Topic Models for Tagged Documents and Images
Zeng, Jia, Feng, Wei, Cheung, William K., Li, Chun-Hung
This paper studies the topic modeling problem of tagged documents and images. Higher-order relations among tagged documents and images are major and ubiquitous characteristics, and play positive roles in extracting reliable and interpretable topics. In this paper, we propose the tag-topic models (TTM) to depict such higher-order topic structural dependencies within the Markov random field (MRF) framework. First, we use the novel factor graph representation of latent Dirichlet allocation (LDA)-based topic models from the MRF perspective, and present an efficient loopy belief propagation (BP) algorithm for approximate inference and parameter estimation. Second, we propose the factor hypergraph representation of TTM, and focus on both pairwise and higher-order relation modeling among tagged documents and images. Efficient loopy BP algorithm is developed to learn TTM, which encourages the topic labeling smoothness among tagged documents and images. Extensive experimental results confirm the incorporation of higher-order relations to be effective in enhancing the overall topic modeling performance, when compared with current state-of-the-art topic models, in many text and image mining tasks of broad interests such as word and link prediction, document classification, and tag recommendation.
VC dimension of ellipsoids
We will establish that the VC dimension of the class of d-dimensional ellipsoids is (d^2+3d)/2, and that maximum likelihood estimate with N-component d-dimensional Gaussian mixture models induces a geometric class having VC dimension at least N(d^2+3d)/2. Keywords: VC dimension; finite dimensional ellipsoid; Gaussian mixture model
Breaking Instance-Independent Symmetries In Exact Graph Coloring
Aloul, F. A., Markov, I. L., Ramani, A., Sakallah, K. A.
Code optimization and high level synthesis can be posed as constraint satisfaction and optimization problems, such as graph coloring used in register allocation. Graph coloring is also used to model more traditional CSPs relevant to AI, such as planning, time-tabling and scheduling. Provably optimal solutions may be desirable for commercial and defense applications. Additionally, for applications such as register allocation and code optimization, naturally-occurring instances of graph coloring are often small and can be solved optimally. A recent wave of improvements in algorithms for Boolean satisfiability (SAT) and 0-1 Integer Linear Programming (ILP) suggests generic problem-reduction methods, rather than problem-specific heuristics, because (1) heuristics may be upset by new constraints, (2) heuristics tend to ignore structure, and (3) many relevant problems are provably inapproximable. Problem reductions often lead to highly symmetric SAT instances, and symmetries are known to slow down SAT solvers. In this work, we compare several avenues for symmetry breaking, in particular when certain kinds of symmetry are present in all generated instances. Our focus on reducing CSPs to SAT allows us to leverage recent dramatic improvement in SAT solvers and automatically benefit from future progress. We can use a variety of black-box SAT solvers without modifying their source code because our symmetry-breaking techniques are static, i.e., we detect symmetries and add symmetry breaking predicates (SBPs) during pre-processing. An important result of our work is that among the types of instance-independent SBPs we studied and their combinations, the simplest and least complete constructions are the most effective. Our experiments also clearly indicate that instance-independent symmetries should mostly be processed together with instance-specific symmetries rather than at the specification level, contrary to what has been suggested in the literature.
Color Texture Classification Approach Based on Combination of Primitive Pattern Units and Statistical Features
Texture classification became one of the problems which has been paid much attention on by image processing scientists since late 80s. Consequently, since now many different methods have been proposed to solve this problem. In most of these methods the researchers attempted to describe and discriminate textures based on linear and non-linear patterns. The linear and non-linear patterns on any window are based on formation of Grain Components in a particular order. Grain component is a primitive unit of morphology that most meaningful information often appears in the form of occurrence of that. The approach which is proposed in this paper could analyze the texture based on its grain components and then by making grain components histogram and extracting statistical features from that would classify the textures. Finally, to increase the accuracy of classification, proposed approach is expanded to color images to utilize the ability of approach in analyzing each RGB channels, individually. Although, this approach is a general one and it could be used in different applications, the method has been tested on the stone texture and the results can prove the quality of approach.
Application of the Modified 2-opt and Jumping Gene Operators in Multi-Objective Genetic Algorithm to solve MOTSP
Evolutionary Multi-Objective Optimization is becoming a hot research area and quite a few papers regarding these algorithms have been published. However the role of local search techniques has not been expanded adequately. This paper studies the role of a local search technique called 2-opt for the Multi-Objective Travelling Salesman Problem (MOTSP). A new mutation operator called Jumping Gene (JG) is also used. Since 2-opt operator was intended for the single objective TSP, its domain has been expanded to MOTSP in this paper. This new technique is applied to the list of KroAB100 cities.