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CP-nets: A Tool for Representing and Reasoning withConditional Ceteris Paribus Preference Statements

Journal of Artificial Intelligence Research

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

Journal of Artificial Intelligence Research

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

Journal of Artificial Intelligence Research

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

Journal of Artificial Intelligence Research

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.



Approximate Inference and Protein-Folding

Neural Information Processing Systems

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).


Approximate Inference and Protein-Folding

Neural Information Processing Systems

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).


Discriminative Binaural Sound Localization

Neural Information Processing Systems

Time difference of arrival (TDOA) is commonly used to estimate the azimuth of a source in a microphone array. The most common methods to estimate TDOA are based on finding extrema in generalized crosscorrelation waveforms. In this paper we apply microphone array techniques to a manikin head. By considering the entire cross-correlation waveform we achieve azimuth prediction accuracy that exceeds extrema locating methods. We do so by quantizing the azimuthal angle and treating the prediction problem as a multiclass categorization task. We demonstrate the merits of our approach by evaluating the various approaches on Sony's AIBO robot.


Application of Variational Bayesian Approach to Speech Recognition

Neural Information Processing Systems

In this paper, we propose a Bayesian framework, which constructs shared-state triphone HMMs based on a variational Bayesian approach, and recognizes speech based on the Bayesian prediction classification; variational Bayesian estimation and clustering for speech recognition (VBEC). An appropriate model structure with high recognition performance can be found within a VBEC framework. Unlike conventional methods, including BIC or MDL criterion based on the maximum likelihood approach, the proposed model selection is valid in principle, even when there are insufficient amounts of data, because it does not use an asymptotic assumption. In isolated word recognition experiments, we show the advantage of VBEC over conventional methods, especially when dealing with small amounts of data.


Adapting Codes and Embeddings for Polychotomies

Neural Information Processing Systems

In this paper we consider formulations of multi-class problems based on a generalized notion of a margin and using output coding. This includes, but is not restricted to, standard multi-class SVM formulations. Differently from many previous approaches we learn the code as well as the embedding function. We illustrate how this can lead to a formulation that allows for solving a wider range of problems with for instance many classes or even "missing classes". To keep our optimization problems tractable we propose an algorithm capable of solving them using twoclass classifiers, similar in spirit to Boosting.