Asia
Forest Density Estimation
Liu, Han, Xu, Min, Gu, Haijie, Gupta, Anupam, Lafferty, John, Wasserman, Larry
We study graph estimation and density estimation in high dimensions, using a family of density estimators based on forest structured undirected graphical models. For density estimation, we do not assume the true distribution corresponds to a forest; rather, we form kernel density estimates of the bivariate and univariate marginals, and apply Kruskal's algorithm to estimate the optimal forest on held out data. We prove an oracle inequality on the excess risk of the resulting estimator relative to the risk of the best forest. For graph estimation, we consider the problem of estimating forests with restricted tree sizes. We prove that finding a maximum weight spanning forest with restricted tree size is NP-hard, and develop an approximation algorithm for this problem. Viewing the tree size as a complexity parameter, we then select a forest using data splitting, and prove bounds on excess risk and structure selection consistency of the procedure. Experiments with simulated data and microarray data indicate that the methods are a practical alternative to Gaussian graphical models.
Estimating time-varying networks
Kolar, Mladen, Song, Le, Ahmed, Amr, Xing, Eric P.
Stochastic networks are a plausible representation of the relational information among entities in dynamic systems such as living cells or social communities. While there is a rich literature in estimating a static or temporally invariant network from observation data, little has been done toward estimating time-varying networks from time series of entity attributes. In this paper we present two new machine learning methods for estimating time-varying networks, which both build on a temporally smoothed $l_1$-regularized logistic regression formalism that can be cast as a standard convex-optimization problem and solved efficiently using generic solvers scalable to large networks. We report promising results on recovering simulated time-varying networks. For real data sets, we reverse engineer the latent sequence of temporally rewiring political networks between Senators from the US Senate voting records and the latent evolving regulatory networks underlying 588 genes across the life cycle of Drosophila melanogaster from the microarray time course.
Random Projection Trees Revisited
The Curse of Dimensionality [2] has inspired research in several directions in Computer Science and has led to the development of several novel techniques such as dimensionality reduction, sketching etc. Almost all these techniques try to map data to lower dimensional spaces while approximately preserving useful information. However, most of these techniques do not assume anything about the data other than that they are are imbedded in some high dimensional Euclidean space endowed with some distance/similarity function. As it turns out, in many situations, the data is not simply scattered in the Euclidean space in a random fashion. Often, generative processes impose (nonlinear) dependencies on the data that restrict the degrees of freedom available and result in the data having low intrinsic dimensionality. There exist several formalizations of this concept of intrinsic dimensionality.
A Constraint Satisfaction Framework for Executing Perceptions and Actions in Diagrammatic Reasoning
Banerjee, B., Chandrasekaran, B.
Diagrammatic reasoning (DR) is pervasive in human problem solving as a powerful adjunct to symbolic reasoning based on language-like representations. The research reported in this paper is a contribution to building a general purpose DR system as an extension to a SOAR-like problem solving architecture. The work is in a framework in which DR is modeled as a process where subtasks are solved, as appropriate, either by inference from symbolic representations or by interaction with a diagram, i.e., perceiving specified information from a diagram or modifying/creating objects in a diagram in specified ways according to problem solving needs. The perceptions and actions in most DR systems built so far are hand-coded for the specific application, even when the rest of the system is built using the general architecture. The absence of a general framework for executing perceptions/actions poses as a major hindrance to using them opportunistically -- the essence of open-ended search in problem solving. Our goal is to develop a framework for executing a wide variety of specified perceptions and actions across tasks/domains without human intervention. We observe that the domain/task-specific visual perceptions/actions can be transformed into domain/task-independent spatial problems. We specify a spatial problem as a quantified constraint satisfaction problem in the real domain using an open-ended vocabulary of properties, relations and actions involving three kinds of diagrammatic objects -- points, curves, regions. Solving a spatial problem from this specification requires computing the equivalent simplified quantifier-free expression, the complexity of which is inherently doubly exponential. We represent objects as configuration of simple elements to facilitate decomposition of complex problems into simpler and similar subproblems. We show that, if the symbolic solution to a subproblem can be expressed concisely, quantifiers can be eliminated from spatial problems in low-order polynomial time using similar previously solved subproblems. This requires determining the similarity of two problems, the existence of a mapping between them computable in polynomial time, and designing a memory for storing previously solved problems so as to facilitate search. The efficacy of the idea is shown by time complexity analysis. We demonstrate the proposed approach by executing perceptions and actions involved in DR tasks in two army applications.
AI Theory and Practice: A Discussion on Hard Challenges and Opportunities Ahead
Horvitz, Eric (Microsoft Research) | Getoor, Lise (University of Maryland) | Guestrin, Carlos (Carnegie Mellon University) | Hendler, James (Rensselaer Polytechnic Institute) | Konstan, Joseph (University of Minnesota) | Subramanian, Devika (Rice University) | Wellman, Michael (University of Michigan) | Kautz, Henry (University of Rochester)
So, we have a variety of people here with different interests and backgrounds that I asked to talk about not just the key challenges ahead but potential opportunities and promising pathways, trajectories to solving those problems, and their predictions about how R&D might proceed in terms of the timing of various kinds of development over time. I asked the panelists briefly to frame their comments sharing a little bit about fundamental questions, such as, "What is the research goal?" Not everybody stays up late at night hunched over a computer or a simulation or a robotic system, pondering the foundations of intelligence and human-level AI. We have here today Lise Getoor from the University ipate the liability and insurance industry; and the of Maryland; Devika Subramanian, who other one, that it was a human interface problem, comes to us from Rice University; we have Carlos that people don't necessarily want to go and type Guestrin from Carnegie Mellon University (CMU); a bunch of yes/no questions into a computer to get James Hendler from Rensselaer Polytechnic Institute an answer, even with a rule-based explanation, (RPI); Mike Wellman at the University of that if you'd taken that just a step further and Michigan; Henry Kautz at tjhe University of solved the human problem, it might have worked. Rochester; and Joe Konstan, who comes to us from Related to that, I was remembering a bunch of the Midwest, as our Minneapolis person here on these smart house projects. And I have to admit I the panel. I think everyone Joe Konstan: I was actually surprised when you hates smart spaces. I think of myself at the core there's nobody there, do you warn people and give in human-computer interaction. So I went back them a chance to answer? There's no good answer and started looking at what I knew of artificial to this question. I can tell you if that person is in intelligence to try to see where the path forward bed asleep, the answer is no, don't wake them up was, and I was inspired by the past.
Modeling User Knowledge with Dynamic Bayesian Networks in Interactive Narrative Environments
Rowe, Jonathan P. (North Carolina State University) | Lester, James C. (North Carolina State University)
Recent years have seen a growing interest in interactive narrative systems that dynamically adapt story experiences in response to users’ actions, preferences, and goals. However, relatively little empirical work has investigated runtime models of user knowledge for informing interactive narrative adaptations. User knowledge about plot scenarios, story environments, and interaction strategies is critical in a range of interactive narrative contexts, such as mystery and detective genre stories, as well as narrative scenarios for education and training. This paper proposes a dynamic Bayesian network approach for modeling user knowledge in interactive narrative environments. A preliminary version of the model has been implemented for the Crystal Island interactive narrative-centered learning environment. Results from an initial empirical evaluation suggest several future directions for the design and evaluation of user knowledge models for guiding interactive narrative generation and adaptation.
The Prom: An Example of Socially-Oriented Gameplay
McCoy, Joshua (University of California, Santa Cruz) | Treanor, Mike (University of California, Santa Cruz) | Samuel, Ben (University of California, Santa Cruz) | Tearse, Brandon (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz)
The Prom is a game where the player manages the social life of a group of high school students and creates the situations from which dramatic, thought provoking or at least funny stories can unfold. The setting of The Prom involves a group of alternative high school kids (e.g. Emos, Goths, Geeks, etc.) and their dramatic lives as they prepare for the upcoming school prom. Through creating friendships, making people become enemies, controlling who gets to be in the "in" crowd and much more, the player can shape the social world of the characters. Each character has a distinct personality represented by interests (e.g. what bands they like), needs (e.g. a character may need to demonstrate a certain degree of dominance over others), traits (e.g. being a particularly jealous person), social networks (e.g. to what degree a characters like, are attracted to or respect one another) and social status (e.g. who is dating who).The social artificial intelligence system Comme il Faut ( CiF ) drives this gameplay experience by simulating per character needs and traits, social statuses, social networks, social history and most importantly to gameplay, the outcomes and effects of social games. CiF is a playable computational model of social interactions designed specifically to allow autonomous characters to play social games. By giving player controls to navigate a social, rather than physical, space, The Prom is being created to demonstrate how CiF and social games can create a practically limitless numbers of possibly compelling stories and gameplay.
Socially Consistent Characters in Player-Specific Stories
Thue, David (University of Alberta) | Bulitko, Vadim (University of Alberta) | Spetch, Marcia (University of Alberta) | Webb, Michael (University of Alberta)
In the context of interactive, virtual experiences, the use of personality models to maintain consistent character behaviour is becoming more widespread in both industry and academia. Most current techniques, however, are limited in one of three ways: either they overly restrict user actions, have a high cost for creating varied content, or rely on a representation that prohibits conveying complex content to the user. Toward addressing these issues, we introduce Socially Consistent Role Passing, a mechanism for ensuring consistent character behaviour that leverages the design of PaSSAGE, an existing system for generating adaptive, interactive stories. While results from previous human user studies have shown that PaSSAGE improves the enjoyment of players with little gaming experience, we present results from a new study showing that PaSSAGE's adaptive stories, augmented with Socially Consistent Role Passing, improve the enjoyment of all players versus a set of fixed-structure alternatives.
Minstrel Remixed: Procedurally Generating Stories
Tearse, Brandon Robert (University of California at Santa Cruz) | Wardrip-Fruin, Noah (University of California at Santa Cruz) | Mateas, Michael (University of California at Santa Cruz)
The first major story generation system, which preceded Minstrel and which While ongoing progress in digital entertainment also received significant attention, is Tale-Spin (Meehan technology continues, commercial designers still largely 1977). Like Minstrel, this system generates stories which eschew systems for procedural story generation, preferring satisfy user-submitted requirements. Tale-Spin creates instead to generate content by hand. In the academic English stories by planning a method for the main literature, projects such as (Appling & Riedl 2009, Roberts character to achieve her or his goal, using inferences and & Isbell 2009) continue to investigate ways to improve the rules to generate a large number of details about a story nuances of interactive storytelling while others attempt to (many of which do little contribute to an audience create their own systems to investigate ways to use experience). This contrasts nicely with Minstrel, which knowledge from interactive narrative and story generation performs no logical inferences and which performs all in new fields such as playable games (Drachen & Hitchens actions from the point of view of an author, manipulating et al. 2009, Sullivan, Mateas & Wardrip-Fruin 2009).
An Automated Model-Based Adaptive Architecture in Modern Games
Tan, Chek Tien (DigiPen Institute of Technology, Singapore) | Cheng, Ho-lun (National University of Singapore)
This paper proposes an automatic model-based approach that enables adaptive decision making in modern virtual games. It builds upon the Integrated MDP and POMDP Learning AgeNT (IMPLANT) architecture which has shown to provide plausible adaptive decision making in modern games. However, it suffers from highly time-consuming manual model specification problems. By incorporating an automated priority sweeping based model builder for the MDP, as well as using the Tactical Agent Personality for the POMDP, the work in this paper aims to resolve these problems. Empirical proof of concept is shown based on an implementation in a modern game scenario, whereby the enhanced IMPLANT agent is shown to exhibit superior adaptation performance over the old IMPLANT agent whilst eliminating manual model specifications and at the same time still maintaining plausible speeds.