Europe
Generating More Specific Questions
Yao, Xuchen (Johns Hopkins University)
Question ambiguity is one major factor that affects question quality. Less ambiguous questions can be produced by using more specific question words. We attack the problem of how to ask more specific questions by supplementing question words with the hypernyms for answer phrases. This dramatically increases the coverage of generated "which" questions. Evaluation results show improved question quality when the question words are disambiguated correctly given the context.
Modeling Expert Effects and Common Ground Using Questions Under Discussion
Djalali, Alex (Stanford University) | Clausen, David (Stanford University) | Lauer, Sven (Stanford University) | Schultz, Karl (University of Massachusetts at Amherst) | Potts, Christopher (Stanford University)
We present a graph-theoretic model of discourse based on the Questions Under Discussion (QUD) framework. Questions and assertions are treated as edges connecting discourse states in a rooted graph, modeling the introduction and resolution of various QUDs as paths through this graph. The amount of common ground presupposed by interlocutors at any given point in a discourse corresponds to graphical depth. We introduce a new task-oriented dialogue corpus and show that experts, presuming a richer common ground, initiate discourse at a deeper level than novices. The QUD-graph model thus enables us to quantify the experthood of a speaker relative to a fixed domain and to characterize the ways in which rich common ground facilitates more efficient communication.
Mechanisms Meet Content: Integrating Cognitive Architectures And Ontologies
Oltramari, Alessandro (Carnegie Mellon University) | Lebiere, Christian (Carnegie Mellon University)
Historically, approaches to human-level intelligence have divided between those emphasizing the mechanisms involved, such as cognitive architectures, and those focusing on the knowledge content, such as ontologies. In this paper we argue that in order to build cognitive systems capable of human-level event-recognition, a comprehensive infrastructure of perceptual and cognitive mechanisms coupled with high-level knowledge representations is required. In particular, our contribution focuses on an integrated modeling framework (the “Cognitive Engine”), where the learning and knowledge retrieval mechanisms of the ACT-R cognitive architecture are combined with integrated semantic resources for the purpose of event interpretation.
A Multi-Party Negotiation Game for Improving Crisis Management Decision Making
Rens, Thomas (Delft University of Technology) | Jonker, Catholijn M. (Delft University of Technology) | Riemsdijk, M. Birna van (Delft University of Technology) | Wang, Zhiyong (Delft University of Technology)
This paper presents a training game intended to train crisis management teams to negotiate collaboratively in order to reach the group goal in the best way possible. The importance of the group goal in comparison to their individual goals is touched upon as well, as are various conflicts that can occur during such a negotiation. The game, which is implemented in the Blocks World 4 Teams environment, gives a team a specific scenario and allows them to negotiate a plan of action. This plan of action is then performed by agents, after which the team members will be debriefed on their performance. An experiment, containing multiple rounds to test the effect the game has on participants, is planned in the near future.
The Social Agency Problem
Shapiro, Daniel G. (Institute for the Study of Learning and Expertise)
This paper proposes a novel agenda for cognitive systems research focused on the "social agency" problem, which concerns acting to produce mental states in other agents in addition to physical states of the world. The capacity for social agency will enable agents to perform a wide array of tasks in close association with people and is a valuable first step towards broader social cognition. We argue that existing cognitive systems have not addressed social agency because they lack a number of the required mechanisms. We describe an initial approach set in a toy scenario based on capabilities native to the ICARUS cognitive architecture. We utilize an analysis of this approach to highlight the open issues required for social agency and to encourage other researchers to address this important problem.
The Strong Story Hypothesis and the Directed Perception Hypothesis
Winston, Patrick Henry (Massachusetts Institute of Technology)
I ask why humans are smarter than other primates, and I hypothesize that an important part of the answer lies in what I call the Strong Story Hypothesis, which holds that story telling and understanding have a central role in human intelligence. Next, I introduce another hypothesis, the Driven Perception Hypothesis, which holds that we derive much of our commonsense, including the commonsense required in story understanding, by deploying our perceptual apparatus on real and imagined events. Then, after discussing methodology, I describe the representations and methods embodied in the Genesis system, a story-understanding system that analyzes stories ranging from precis of Shakespeare's plots to descriptions of conflicts in cyberspace. The Genesis system works with short story summaries, provided in English, together with low-level commonsense rules and higher-level reflection patterns, likewise expressed in English. Using only a small collection of commonsense rules and reflection patterns, Genesis demonstrates several story-understanding capabilities, such as determining that both Macbeth and the 2007 Russia-Estonia Cyberwar involve revenge, even though neither the word revenge nor any of its synonyms are mentioned. Finally, I describe Rao's Visio-Spatial Reasoning System, a system that recognizes activities such as approaching, jumping, and giving, and answers commonsense questions posed by Genesis.
Intelligent Software Individuals Based on the Leonardo System
Sandewall, Erik (Linköping University)
This article proposes a suite of design decisions for the overall design of an Artificial Intelligence, i.e., a software system that exhibits intelligence in the spirit of the early days of A.I. research. The key aspects of the proposal are: (1) The identification of the A.I. system as a software individual that has the properties of integrity and persistence; (2) The construction of a software platform that integrates aspects of incremental programming languages and systems as well as of operating systems, with aspects that are intrinsic to knowledge-based artificial intelligence; (3) The use of a representation language that builds on essential aspects of S-expressions, Lisp, logic and extended set theory, but which is used both as a vehicle for software and as a publication language e.g. in lecture notes; (4) The identification of actions and aggregates of actions as first-class citizens in the representation language and as an important type of data object in the software system. The article also describes the Leonardo software platform, its representation language, its educational resources and its knowledgebase library which is one implementation of these proposed design decisions. Finally it makes a proposal concerning the research paradigm for this research area.
The Location of Words: Evidence from Generation and Spatial Description
McDonald, David D. (Smart Information Flow Technologies (SIFT))
Language processing architectures today are rarely designed to provide psychologically plausible accounts of their representations and algorithms. Engineering decisions dominate. This has led to words being seen as an incidental part of the architecture: the repository of all of language’s idiosyncratic aspects. Drawing on a body of past and ongoing research by myself and others I have concluded that this view of words is wrong. Words are actually present at the most abstract, pre-linguistic levels of the NLP architecture and that there are phenomena in language use that are best accounted for by assuming that concepts are words.
Information Flow and the Distinction Between Self-Organized and Top-Down Dynamics in Bicycle Pelotons
Trenchard, Hugh (Independent Researcher)
Information in bicycle pelotons consists of two main types: displayed information that is perceptible to others; and hidden information available to individual riders about their own physical state. Flow (or transfer) of information in pelotons occurs in two basic ways: 1) between cyclists within a peloton, which riders exploit to adjust tactical objectives (“intra-peloton”); 2) from sources outside a peloton as it is fed to riders via radio communication, or from third parties (“extra-peloton”). A conceptual framework is established for information transfer intra-peloton and extra-peloton. Both kinds of information transfer affect peloton complex dynamics. Pelotons exhibit mixed self-organized and top-down dynamics. These can be isolated and examined independently: self-organized dynamics emerge through local physical rules of interaction, and are distinguishable from the top-down dynamics of human competition, decision-making and information transfer. Both intra and extra-peloton information flow affect individual rider positions and the timing of their positional changes, but neither types of peloton information flow fundamentally alter self-organized structures. In addition to two previously identified peloton resources for which riders compete - energy saved by drafting, and near-front positions - information flow is identified as a third peloton resource. Also, building upon previous work on peloton phase-transitions and self-organized group-sorting, identified here is a transition between a team cluster state in which team-mates ride near each other, and a self-organized “fitness” cluster state in which riders of near equal fitness levels gravitate toward each other.
Mendacity and Deception: Uses and Abuses of Common Ground
Clark, Micah Henry (California Institute of Technology)
The concept of common ground — the mutual understanding of context and conventions — is central to philosophical accounts of mendacity; its use is to determine the meaning of linguistic expressions and the significance of physical acts, and to distinguish certain statements as conveying a conventional promise, warranty, or expectation of sincerity. Lying necessarily involves an abuse of common ground, namely the willful violation of conventions regulating sincerity. The ‘lying machine’ is an AI system that purposely abuses common ground as an effective means for practicing mendacity and lesser deceptions. The machine's method is to conceive and articulate sophisms — perversions of normative reason and communication — crafted to subvert its audience's beliefs. Elements of this paper (i) explain the described use of common ground in philosophical accounts of mendacity, (ii) motivate arguments and illusions as stratagem for deception, (iii) encapsulate the lying machine's design and operation, and (iv) summarize human-subject experiments that confirm the lying machine's arguments are, in fact, deceptive.