Goto

Collaborating Authors

 Europe


Budget-Optimal Task Allocation for Reliable Crowdsourcing Systems

arXiv.org Machine Learning

Crowdsourcing systems, in which numerous tasks are electronically distributed to numerous "information piece-workers", have emerged as an effective paradigm for human-powered solving of large scale problems in domains such as image classification, data entry, optical character recognition, recommendation, and proofreading. Because these low-paid workers can be unreliable, nearly all such systems must devise schemes to increase confidence in their answers, typically by assigning each task multiple times and combining the answers in an appropriate manner, e.g. majority voting. In this paper, we consider a general model of such crowdsourcing tasks and pose the problem of minimizing the total price (i.e., number of task assignments) that must be paid to achieve a target overall reliability. We give a new algorithm for deciding which tasks to assign to which workers and for inferring correct answers from the workers' answers. We show that our algorithm, inspired by belief propagation and low-rank matrix approximation, significantly outperforms majority voting and, in fact, is optimal through comparison to an oracle that knows the reliability of every worker. Further, we compare our approach with a more general class of algorithms which can dynamically assign tasks. By adaptively deciding which questions to ask to the next arriving worker, one might hope to reduce uncertainty more efficiently. We show that, perhaps surprisingly, the minimum price necessary to achieve a target reliability scales in the same manner under both adaptive and non-adaptive scenarios. Hence, our non-adaptive approach is order-optimal under both scenarios. This strongly relies on the fact that workers are fleeting and can not be exploited. Therefore, architecturally, our results suggest that building a reliable worker-reputation system is essential to fully harnessing the potential of adaptive designs.


On Sparsity Inducing Regularization Methods for Machine Learning

arXiv.org Machine Learning

During the past years there has been an explosion of interest in learning methods based on sparsity regularization. In this paper, we discuss a general class of such methods, in which the regularizer can be expressed as the composition of a convex function $\omega$ with a linear function. This setting includes several methods such the group Lasso, the Fused Lasso, multi-task learning and many more. We present a general approach for solving regularization problems of this kind, under the assumption that the proximity operator of the function $\omega$ is available. Furthermore, we comment on the application of this approach to support vector machines, a technique pioneered by the groundbreaking work of Vladimir Vapnik.


Poisoning Attacks against Support Vector Machines

arXiv.org Machine Learning

We investigate a family of poisoning attacks against Support Vector Machines (SVM). Such attacks inject specially crafted training data that increases the SVM's test error. Central to the motivation for these attacks is the fact that most learning algorithms assume that their training data comes from a natural or well-behaved distribution. However, this assumption does not generally hold in security-sensitive settings. As we demonstrate, an intelligent adversary can, to some extent, predict the change of the SVM's decision function due to malicious input and use this ability to construct malicious data. The proposed attack uses a gradient ascent strategy in which the gradient is computed based on properties of the SVM's optimal solution. This method can be kernelized and enables the attack to be constructed in the input space even for non-linear kernels. We experimentally demonstrate that our gradient ascent procedure reliably identifies good local maxima of the non-convex validation error surface, which significantly increases the classifier's test error.


Random Intersection Trees

arXiv.org Machine Learning

Finding interactions between variables in large and high-dimensional datasets is often a serious computational challenge. Most approaches build up interaction sets incrementally, adding variables in a greedy fashion. The drawback is that potentially informative high-order interactions may be overlooked. Here, we propose at an alternative approach for classification problems with binary predictor variables, called Random Intersection Trees. It works by starting with a maximal interaction that includes all variables, and then gradually removing variables if they fail to appear in randomly chosen observations of a class of interest. We show that informative interactions are retained with high probability, and the computational complexity of our procedure is of order $p^\kappa$ for a value of $\kappa$ that can reach values as low as 1 for very sparse data; in many more general settings, it will still beat the exponent $s$ obtained when using a brute force search constrained to order $s$ interactions. In addition, by using some new ideas based on min-wise hash schemes, we are able to further reduce the computational cost. Interactions found by our algorithm can be used for predictive modelling in various forms, but they are also often of interest in their own right as useful characterisations of what distinguishes a certain class from others.


DLOLIS-A: Description Logic based Text Ontology Learning

arXiv.org Artificial Intelligence

Ontology Learning has been the subject of intensive study for the past decade. Researchers in this field have been motivated by the possibility of automatically building a knowledge base on top of text documents so as to support reasoning based knowledge extraction. While most works in this field have been primarily statistical (known as light-weight Ontology Learning) not much attempt has been made in axiomatic Ontology Learning (called heavy-weight Ontology Learning) from Natural Language text documents. Heavy-weight Ontology Learning supports more precise formal logic-based reasoning when compared to statistical ontology learning. In this paper we have proposed a sound Ontology Learning tool DLOL_(IS-A) that maps English language IS-A sentences into their equivalent Description Logic (DL) expressions in order to automatically generate a consistent pair of T-box and A-box thereby forming both regular (definitional form) and generalized (axiomatic form) DL ontology. The current scope of the paper is strictly limited to IS-A sentences that exclude the possible structures of: (i) implicative IS-A sentences, and (ii) "Wh" IS-A questions. Other linguistic nuances that arise out of pragmatics and epistemic of IS-A sentences are beyond the scope of this present work. We have adopted Gold Standard based Ontology Learning evaluation on chosen IS-A rich Wikipedia documents.


A Hybrid LP-RPG Heuristic for Modelling Numeric Resource Flows in Planning

Journal of Artificial Intelligence Research

Although the use of metric fluents is fundamental to many practical planning problems, the study of heuristics to support fully automated planners working with these fluents remains relatively unexplored. The most widely used heuristic is the relaxation of metric fluents into interval-valued variables --- an idea first proposed a decade ago. Other heuristics depend on domain encodings that supply additional information about fluents, such as capacity constraints or other resource-related annotations. A particular challenge to these approaches is in handling interactions between metric fluents that represent exchange, such as the transformation of quantities of raw materials into quantities of processed goods, or trading of money for materials. The usual relaxation of metric fluents is often very poor in these situations, since it does not recognise that resources, once spent, are no longer available to be spent again. We present a heuristic for numeric planning problems building on the propositional relaxed planning graph, but using a mathematical program for numeric reasoning. We define a class of producer--consumer planning problems and demonstrate how the numeric constraints in these can be modelled in a mixed integer program (MIP). This MIP is then combined with a metric Relaxed Planning Graph (RPG) heuristic to produce an integrated hybrid heuristic. The MIP tracks resource use more accurately than the usual relaxation, but relaxes the ordering of actions, while the RPG captures the causal propositional aspects of the problem. We discuss how these two components interact to produce a single unified heuristic and go on to explore how further numeric features of planning problems can be integrated into the MIP. We show that encoding a limited subset of the propositional problem to augment the MIP can yield more accurate guidance, partly by exploiting structure such as propositional landmarks and propositional resources. Our results show that the use of this heuristic enhances scalability on problems where numeric resource interaction is key in finding a solution.


Symbolic Play and Analogy: a Way to Foster Childrenโ€™s Creativity

AAAI Conferences

The author discusses the relationship between symbolic play, abstract thinking, and divergent and associative thinking based on analogies, and finally connects symbolic play with the creative process. Play and the creative act are seen as similar by definition, since they are characterized as divergent, regulative, expressive and autotelic processes. Symbolic play is not only a product of the animistic and concrete logical way of thinking in childhood but also represents a mode of abstract thinking at the fictional symbolic level, which provides different options important for creativity development. Symbolic play is based on analogies with reality, and in this way reality is transformed in the imagination to be comprehended by the child. This transformation, which takes place in the nest of analogy at the symbolic level, is a key for creative production. Analogies in symbolic play are created through the divergent associative thinking process, also basic for any creative activity. The author has already used play as a tool to enhance creative behavior among young students in primary schools, and currently one project is being implemented in Serbia by the Institute for Educational Research with the intention of promoting initiative, cooperation and creativity by using play among other learning methods.


Telepresence Robots as a Research Platform for AI

AAAI Conferences

Recently, various commercial telepresence robots have become available to the broader public. Here, we present the telepresence domain as a research platform for (re-)integrating AI. With MITRO: Maastricht Intelligent Telepresence RObot, we built a low-cost working prototype of a robot system specifically designed for augmented and autonomous telepresence. Telepresence robots can be deployed in a wide range of application domains, and augmented presence with assisted control can greatly improve the experience for the user. The research domains that we are focusing on are human robot interaction, navigation and perception.


ARCO1: An Application of Belief Networks to the Oil Market

arXiv.org Artificial Intelligence

Belief networks are a new, potentially important, class of knowledge-based models. ARCO1, currently under development at the Atlantic Richfield Company (ARCO) and the University of Southern California (USC), is the most advanced reported implementation of these models in a financial forecasting setting. ARCO1's underlying belief network models the variables believed to have an impact on the crude oil market. A pictorial market model-developed on a MAC II- facilitates consensus among the members of the forecasting team. The system forecasts crude oil prices via Monte Carlo analyses of the network. Several different models of the oil market have been developed; the system's ability to be updated quickly highlights its flexibility.


About Updating

arXiv.org Artificial Intelligence

Survey of several forms of updating, with a practical illustrative example. We study several updating (conditioning) schemes that emerge naturally from a common scenarion to provide some insights into their meaning. Updating is a subtle operation and there is no single method, no single 'good' rule. The choice of the appropriate rule must always be given due consideration. Planchet (1989) presents a mathematical survey of many rules. We focus on the practical meaning of these rules. After summarizing the several rules for conditioning, we present an illustrative example in which the various forms of conditioning can be explained.