Europe
Automatable Evaluation Method Oriented toward Behaviour Believability for Video Games
Classic evaluation methods of believable agents are time-consuming because they involve many human to judge agents. They are well suited to validate work on new believable behaviours models. However, during the implementation, numerous experiments can help to improve agents' believability. We propose a method which aim at assessing how much an agent's behaviour looks like humans' behaviours. By representing behaviours with vectors, we can store data computed for humans and then evaluate as many agents as needed without further need of humans. We present a test experiment which shows that even a simple evaluation following our method can reveal differences between quite believable agents and humans. This method seems promising although, as shown in our experiment, results' analysis can be difficult.
Progress in Computer-Assisted Inductive Theorem Proving by Human-Orientedness and Descente Infinie?
In this short position paper we briefly review the development history of automated inductive theorem proving and computer-assisted mathematical induction. We think that the current low expectations on progress in this field result from a faulty narrow-scope historical projection. Our main motivation is to explain--on an abstract but hopefully sufficiently descriptive level--why we believe that future progress in the field is to result from human-orientedness and descente infinie.
Mixed Cumulative Distribution Networks
Silva, Ricardo, Blundell, Charles, Teh, Yee Whye
Directed acyclic graphs (DAGs) are a popular framework to express multivariate probability distributions. Acyclic directed mixed graphs (ADMGs) are generalizations of DAGs that can succinctly capture much richer sets of conditional independencies, and are especially useful in modeling the effects of latent variables implicitly. Unfortunately there are currently no good parameterizations of general ADMGs. In this paper, we apply recent work on cumulative distribution networks and copulas to propose one one general construction for ADMG models. We consider a simple parameter estimation approach, and report some encouraging experimental results.
Not only a lack of right definitions: Arguments for a shift in information-processing paradigm
Machine Consciousness and Machine Intelligence are not simply new buzzwords that occupy our imagination. Over the last decades, we witness an unprecedented rise in attempts to create machines with human-like features and capabilities. However, despite widespread sympathy and abundant funding, progress in these enterprises is far from being satisfactory. The reasons for this are twofold: First, the notions of cognition and intelligence (usually borrowed from human behavior studies) are notoriously blurred and ill-defined, and second, the basic concepts underpinning the whole discourse are by themselves either undefined or defined very vaguely. That leads to improper and inadequate research goals determination, which I will illustrate with some examples drawn from recent documents issued by DARPA and the European Commission. On the other hand, I would like to propose some remedies that, I hope, would improve the current state-of-the-art disgrace.
Network Flow Algorithms for Structured Sparsity
Mairal, Julien, Jenatton, Rodolphe, Obozinski, Guillaume, Bach, Francis
We consider a class of learning problems that involve a structured sparsity-inducing norm defined as the sum of $\ell_\infty$-norms over groups of variables. Whereas a lot of effort has been put in developing fast optimization methods when the groups are disjoint or embedded in a specific hierarchical structure, we address here the case of general overlapping groups. To this end, we show that the corresponding optimization problem is related to network flow optimization. More precisely, the proximal problem associated with the norm we consider is dual to a quadratic min-cost flow problem. We propose an efficient procedure which computes its solution exactly in polynomial time. Our algorithm scales up to millions of variables, and opens up a whole new range of applications for structured sparse models. We present several experiments on image and video data, demonstrating the applicability and scalability of our approach for various problems.
Learning Multi-modal Similarity
In many applications involving multi-media data, the definition of similarity between items is integral to several key tasks, e.g., nearest-neighbor retrieval, classification, and recommendation. Data in such regimes typically exhibits multiple modalities, such as acoustic and visual content of video. Integrating such heterogeneous data to form a holistic similarity space is therefore a key challenge to be overcome in many real-world applications. We present a novel multiple kernel learning technique for integrating heterogeneous data into a single, unified similarity space. Our algorithm learns an optimal ensemble of kernel transfor- mations which conform to measurements of human perceptual similarity, as expressed by relative comparisons. To cope with the ubiquitous problems of subjectivity and inconsistency in multi- media similarity, we develop graph-based techniques to filter similarity measurements, resulting in a simplified and robust training procedure.
Non-Transferable Utility Coalitional Games via Mixed-Integer Linear Constraints
Greco, G., Malizia, E., Palopoli, L., Scarcello, F.
Coalitional games serve the purpose of modeling payoff distribution problems in scenarios where agents can collaborate by forming coalitions in order to obtain higher worths than by acting in isolation. In the classical Transferable Utility (TU) setting, coalition worths can be freely distributed amongst agents. However, in several application scenarios, this is not the case and the Non-Transferable Utility setting (NTU) must be considered, where additional application-oriented constraints are imposed on the possible worth distributions. In this paper, an approach to define NTU games is proposed which is based on describing allowed distributions via a set of mixed-integer linear constraints applied to an underlying TU game. It is shown that such games allow non-transferable conditions on worth distributions to be specified in a natural and succinct way. The properties and the relationships among the most prominent solution concepts for NTU games that hold when they are applied on (mixed-integer) constrained games are investigated. Finally, a thorough analysis is carried out to assess the impact of issuing constraints on the computational complexity of some of these solution concepts.
Cause Identification from Aviation Safety Incident Reports via Weakly Supervised Semantic Lexicon Construction
Abedin, M. A., Ng, V., Khan, L.
The Aviation Safety Reporting System collects voluntarily submitted reports on aviation safety incidents to facilitate research work aiming to reduce such incidents. To effectively reduce these incidents, it is vital to accurately identify why these incidents occurred. More precisely, given a set of possible causes, or shaping factors, this task of cause identification involves identifying all and only those shaping factors that are responsible for the incidents described in a report. We investigate two approaches to cause identification. Both approaches exploit information provided by a semantic lexicon, which is automatically constructed via Thelen and Riloff's Basilisk framework augmented with our linguistic and algorithmic modifications. The first approach labels a report using a simple heuristic, which looks for the words and phrases acquired during the semantic lexicon learning process in the report. The second approach recasts cause identification as a text classification problem, employing supervised and transductive text classification algorithms to learn models from incident reports labeled with shaping factors and using the models to label unseen reports. Our experiments show that both the heuristic-based approach and the learning-based approach (when given sufficient training data) outperform the baseline system significantly.
High-Quality Policies for the Canadian Traveler's Problem
Eyerich, Patrick (Albert-Ludwigs-University Freiburg) | Keller, Thomas (Albert-Ludwigs-Universität Freiburg) | Helmert, Malte (Albert-Ludwigs-University Freiburg)
We consider the stochastic variant of the Canadian Traveler's Problem, a path planning problem where adverse weather can cause some roads to be untraversable. The agent does not initially know which roads can be used. However, it knows a probability distribution for the weather, and it can observe the status of roads incident to its location. The objective is to find a policy with low expected travel cost. We introduce and compare several algorithms for the stochastic CTP. Unlike the optimistic approach most commonly considered in the literature, the new approaches we propose take uncertainty into account explicitly. We show that this property enables them to generate policies of much higher quality than the optimistic one, both theoretically and experimentally.