Asia
Coherent Integration of Databases by Abductive Logic Programming
Arieli, O., Denecker, M., Van Nuffelen, B., Bruynooghe, M.
Abstract: We introduce an abductive method for a coherent integration of independent data-sources. The idea is to compute a list of data-facts that should be inserted to the amalgamated database or retracted from it in order to restore its consistency. This method is implemented by an abductive solver, called Asystem, that applies SLDNFA-resolution on a meta-theory that relates different, possibly contradicting, input databases. We also give a pure model-theoretic analysis of the possible ways to `recover' consistent data from an inconsistent database in terms of those models of the database that exhibit as minimal inconsistent information as reasonably possible. This allows us to characterize the `recovered databases' in terms of the `preferred' (i.e., most consistent) models of the theory. The outcome is an abductive-based application that is sound and complete with respect to a corresponding model-based, preferential semantics, and -- to the best of our knowledge -- is more expressive (thus more general) than any other implementation of coherent integration of databases.
CP-nets: A Tool for Representing and Reasoning withConditional Ceteris Paribus Preference Statements
Boutilier, C., Brafman, R. I., Domshlak, C., Hoos, H. H., Poole, D.
Information about user preferences plays a key role in automated decision making. In many domains it is desirable to assess such preferences in a qualitative rather than quantitative way. In this paper, we propose a qualitative graphical representation of preferences that reflects conditional dependence and independence of preference statements under a ceteris paribus (all else being equal) interpretation. Such a representation is often compact and arguably quite natural in many circumstances. We provide a formal semantics for this model, and describe how the structure of the network can be exploited in several inference tasks, such as determining whether one outcome dominates (is preferred to) another, ordering a set outcomes according to the preference relation, and constructing the best outcome subject to available evidence.
K-Implementation
This paper discusses an interested party who wishes to influence the behavior of agents in a game (multi-agent interaction), which is not under his control. The interested party cannot design a new game, cannot enforce agents' behavior, cannot enforce payments by the agents, and cannot prohibit strategies available to the agents. However, he can influence the outcome of the game by committing to non-negative monetary transfers for the different strategy profiles that may be selected by the agents. The interested party assumes that agents are rational in the commonly agreed sense that they do not use dominated strategies. Hence, a certain subset of outcomes is implemented in a given game if by adding non-negative payments, rational players will necessarily produce an outcome in this subset. Obviously, by making sufficiently big payments one can implement any desirable outcome. The question is what is the cost of implementation? In this paper we introduce the notion of k-implementation of a desired set of strategy profiles, where k stands for the amount of payment that need to be actually made in order to implement desirable outcomes. A major point in k-implementation is that monetary offers need not necessarily materialize when following desired behaviors. We define and study k-implementation in the contexts of games with complete and incomplete information. In the latter case we mainly focus on the VCG games. Our setting is later extended to deal with mixed strategies using correlation devices. Together, the paper introduces and studies the implementation of desirable outcomes by a reliable party who cannot modify game rules (i.e. provide protocols), complementing previous work in mechanism design, while making it more applicable to many realistic CS settings.
Effective Dimensions of Hierarchical Latent Class Models
Hierarchical latent class (HLC) models are tree-structured Bayesian networks where leaf nodes are observed while internal nodes are latent. There are no theoretically well justified model selection criteria for HLC models in particular and Bayesian networks with latent nodes in general. Nonetheless, empirical studies suggest that the BIC score is a reasonable criterion to use in practice for learning HLC models. Empirical studies also suggest that sometimes model selection can be improved if standard model dimension is replaced with effective model dimension in the penalty term of the BIC score. Effective dimensions are difficult to compute. In this paper, we prove a theorem that relates the effective dimension of an HLC model to the effective dimensions of a number of latent class models. The theorem makes it computationally feasible to compute the effective dimensions of large HLC models. The theorem can also be used to compute the effective dimensions of general tree models.
Price Prediction in a Trading Agent Competition
Wellman, M. P., Reeves, D. M., Lochner, K. M., Vorobeychik, Y.
The 2002 Trading Agent Competition (TAC) presented a challenging market game in the domain of travel shopping. One of the pivotal issues in this domain is uncertainty about hotel prices, which have a significant influence on the relative cost of alternative trip schedules. Thus, virtually all participants employ some method for predicting hotel prices. We survey approaches employed in the tournament, finding that agents apply an interesting diversity of techniques, taking into account differing sources of evidence bearing on prices. Based on data provided by entrants on their agents' actual predictions in the TAC-02 finals and semifinals, we analyze the relative efficacy of these approaches. The results show that taking into account game-specific information about flight prices is a major distinguishing factor. Machine learning methods effectively induce the relationship between flight and hotel prices from game data, and a purely analytical approach based on competitive equilibrium analysis achieves equal accuracy with no historical data. Employing a new measure of prediction quality, we relate absolute accuracy to bottom-line performance in the game.
Fast Kernels for String and Tree Matching
Smola, Alex J., Vishwanathan, S.v.n.
In this paper we present a new algorithm suitable for matching discrete objects such as strings and trees in linear time, thus obviating dynarrtic programming with quadratic time complexity. Furthermore, prediction cost in many cases can be reduced to linear cost in the length of the sequence to be classified, regardless of the number of support vectors. This improvement on the currently available algorithms makes string kernels a viable alternative for the practitioner.
Approximate Inference and Protein-Folding
Side-chain prediction is an important subtask in the protein-folding problem. We show that finding a minimal energy side-chain configuration is equivalent to performing inference in an undirected graphical model. The graphical model is relatively sparse yet has many cycles. We used this equivalence to assess the performance of approximate inference algorithms in a real-world setting. Specifically we compared belief propagation (BP), generalized BP (GBP) and naive mean field (MF).
Clustering with the Fisher Score
Tsuda, Koji, Kawanabe, Motoaki, Müller, Klaus-Robert
Recently the Fisher score (or the Fisher kernel) is increasingly used as a feature extractor for classification problems. The Fisher score is a vector of parameter derivatives of loglikelihood of a probabilistic model. This paper gives a theoretical analysis about how class information is preserved in the space of the Fisher score, which turns out that the Fisher score consists of a few important dimensions with class information and many nuisance dimensions. When we perform clustering with the Fisher score, K-Means type methods are obviously inappropriate because they make use of all dimensions. So we will develop a novel but simple clustering algorithm specialized for the Fisher score, which can exploit important dimensions. This algorithm is successfully tested in experiments with artificial data and real data (amino acid sequences).
Automatic Acquisition and Efficient Representation of Syntactic Structures
Solan, Zach, Ruppin, Eytan, Horn, David, Edelman, Shimon
The distributional principle according to which morphemes that occur in identical contexts belong, in some sense, to the same category [1] has been advanced as a means for extracting syntactic structures from corpus data. We extend this principle by applying it recursively, and by using mutual information for estimating category coherence. The resulting model learns, in an unsupervised fashion, highly structured, distributed representations of syntactic knowledge from corpora. It also exhibits promising behavior in tasks usually thought to require representations anchored in a grammar, such as systematicity.
The Effect of Singularities in a Learning Machine when the True Parameters Do Not Lie on such Singularities
Watanabe, Sumio, Amari, Shun-ichi
A lot of learning machines with hidden variables used in information science have singularities in their parameter spaces. At singularities, the Fisher information matrix becomes degenerate, resulting that the learning theory of regular statistical models does not hold. Recently, it was proven that, if the true parameter is contained in singularities, then the coefficient of the Bayes generalization error is equal to the pole of the zeta function of the Kullback information.