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Forest-Based Semantic Role Labeling

AAAI Conferences

Parsing plays an important role in semantic role labeling (SRL) because most SRL systems infer semantic relations from 1-best parses. Therefore, parsing errors inevitably lead to labeling mistakes. To alleviate this problem, we propose to use packed forest, which compactly encodes all parses for a sentence. We design an algorithm to exploit exponentially many parses to learn semantic relations efciently. Experimental results on the CoNLL-2005 shared task show that using forests achieves an absolute improvement of 1.2% in terms of F1 score over using 1-best parses and 0.6% over using 50-best parses.


Extracting Ontological Selectional Preferences for Non-Pertainym Adjectives from the Google Corpus

AAAI Conferences

While there has been much research into using selectional preferences for word sense disambiguation (WSD), much difficulty has been encountered. To facilitate study into this difficulty and aid in WSD in general, a database of the selectional preferences of non-pertainym prenomial adjectives extracted from the Google Web 1T 5-gram Corpus is proposed. A variety of methods for computing the preferences of each adjective over a set of noun categories from WordNet have been evaluated via simulated disambiguation of pseudohomonyms. The best method of these involves computing for each noun category the ratio of single-word common (i.e. not proper) noun lemma types which can co-occur with a given adjective to the number of single-word common noun lemmata whose estimated frequency is greater than a threshold based on the frequency of the adjective. The database produced by this procedure will be made available to the public.


CAO: A Fully Automatic Emoticon Analysis System

AAAI Conferences

This paper presents CAO, a system for affect analysis of emoticons. Emoticons are strings of symbols widely used in text-based online communication to convey emotions. It extracts emoticons from input and determines specific emotions they express. Firstly, by matching the extracted emoticons to a raw emoticon database, containing over ten thousand emoticon samples extracted from the Web and annotated automatically. The emoticons for which emotion types could not be determined using only this database, are automatically divided into semantic areas representing "mouths" or "eyes," based on the theory of kinesics. The areas are automatically annotated according to their co-occurrence in the database. The annotation is firstly based on the eye-mouth-eye triplet, and if no such triplet is found, all semantic areas are estimated separately. This provides the system coverage exceeding 3 million possibilities. The evaluation, performed on both training and test sets, confirmed the system's capability to sufficiently detect and extract any emoticon, analyze its semantic structure and estimate the potential emotion types expressed. The system achieved nearly ideal scores, outperforming existing emoticon analysis systems.


What Is an Opinion About? Exploring Political Standpoints Using Opinion Scoring Model

AAAI Conferences

In this paper, we propose a generative model to automatically discover the hidden associations between topics words and opinion words. By applying those discovered hidden associations, we construct the opinion scoring models to extract statements which best express opinionists’ standpoints on certain topics. For experiments, we apply our model to the political area. First, we visualize the similarities and dissimilarities between Republican and Democratic senators with respect to various topics. Second, we compare the performance of the opinion scoring models with 14 kinds of methods to find the best ones. We find that sentences extracted by our opinion scoring models can effectively express opinionists’ standpoints.


A Temporal Proof System for General Game Playing

AAAI Conferences

A general game player is a system that understands the rules of unknown games and learns to play these games well without human intervention. A major challenge for research in General Game Playing is to endow a player with the ability to extract and prove game-specific knowledge from the mere game rules. We define a formal language to express temporally extended — yet local — properties of games. We also develop a provably correct proof theory for this language using the paradigm of Answer Set Programming, and we report on experiments with a practical implementation of this proof system in combination with a successful general game player.


A Computational Model for Saliency Maps by Using Local Entropy

AAAI Conferences

This paper presents a computational framework for saliency maps. It employs the Earth Mover's Distance based on weighted-Histogram (EMD-wH) to measure the center-surround difference, instead of the Difference-of-Gaussian (DoG) filter used by traditional models. In addition, the model employs not only the traditional features such as colors, intensity and orientation but also the local entropy which expresses the local complexity. The major advantage of combining the local entropy map is that it can detect the salient regions which are not complex regions. Also, it uses a general framework to integrate the feature dimensions instead of summing the features directly. This model considers both local and global salient information, in contrast to the existing models that consider only one or the other. Furthermore, the "large scale bias" and "central bias" hypotheses are used in this model to select the fixation locations in the saliency map of different scales. The performance of this model is assessed by comparing their saliency maps and human fixation density. The results from this model are finally compared to those from other bottom-up models for reference.


Urban Security: Game-Theoretic Resource Allocation in Networked Domains

AAAI Conferences

Law enforcement agencies frequently must allocate limited resources to protect targets embedded in a network, such as important buildings in a city road network. Since intelligent attackers may observe and exploit patterns in the allocation, it is crucial that the allocations be randomized. We cast this problem as an attacker-defender Stackelberg game: the defender’s goal is to obtain an optimal mixed strategy for allocating resources. The defender’s strategy space is exponential in the number of resources, and the attacker’s exponential in the network size. Existing algorithms are therefore useless for all but the smallest networks. We present a solution approach based on two key ideas: (i) A polynomial-sized game model obtained via an approximation of the strategy space, solved efficiently using a linear program; (ii) Two efficient techniques that map solutions from the approximate game to the original, with proofs of correctness under certain assumptions. We present in-depth experimental results, including an evaluation on part of the Mumbai road network.


Increasing Threshold Search for Best-Valued Agents

AAAI Conferences

This paper investigates search techniques for multi-agent settings in which the most suitable agent, according to given criteria, needs to be found. In particular, it considers the case where the searching agent incurs a cost for learning the value of an agent and the goal is to minimize the expected overall cost of search by iteratively increasing the extent of search. This kind of search is applicable to various domains, including auctions, first responders, and sensor networks. Using an innovative transformation of the extents-based sequence to a probability-based one, the optimal sequence is proved to consist of either a single search iteration or an infinite sequence of increasing search extents. This leads to a simplified characterization of the the optimal search sequence from which it can be derived. This method is also highly useful for legacy economic-search applications, where all agents are considered suitable candidates and the goal is to optimize the search process as a whole. The effectiveness of the method for both best-valued search and economic search is demonstrated numerically using a synthetic environment.


Can Approximation Circumvent Gibbard-Satterthwaite?

AAAI Conferences

The Gibbard-Satterthwaite Theorem asserts that any reasonable voting rule cannot be strategyproof. A large body of research in AI deals with circumventing this theorem via computational considerations; the goal is to design voting rules that are computationally hard, in the worst-case, to manipulate. However, recent work indicates that the prominent voting rules are usually easy to manipulate. In this paper, we suggest a new CS-oriented approach to circumventing Gibbard-Satterthwaite, using randomization and approximation. Specifically, we wish to design strategyproof randomized voting rules that are close, in a standard approximation sense, to prominent score-based (deterministic) voting rules. We give tight lower and upper bounds on the approximation ratio achievable via strategyproof randomized rules with respect to positional scoring rules, Copeland, and Maximin.


Facilitating the Evaluation of Automated Negotiators using Peer Designed Agents

AAAI Conferences

Computer agents are increasingly deployed in settings in which they make decisions with people, such as electronic commerce, collaborative interfaces, and cognitive assistants. However, the scientific evaluation of computational strategies for human-computer decision-making is a costly process, involving time, effort and personnel. This paper investigates the use of Peer Designed Agents (PDA) — computer agents developed by human subjects — as a tool for facilitating the evaluation process of automatic negotiators that were developed by researchers. It compared the performance between automatic negotiators that interacted with PDAs to automatic negotiators that interacted with actual people in different domains. The experiments included more than 300 human subjects and 50 PDAs developed by students. Results showed that the automatic negotiators outperformed PDAs in the same situations in which they outperformed people, and that on average, they exhibited the same measure of generosity towards their negotiation partners. These patterns were significant for all types of domains, and for all types of automated negotiators, despite the fact that there were individual differences between the behavior of PDAs and people. The study thus provides an empirical proof that PDAs can alleviate the evaluation process of automatic negotiators, and facilitate their design.