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Behavior Bounding: An Efficient Method for High-Level Behavior Comparison

Journal of Artificial Intelligence Research

In this paper, we explore methods for comparing agent behavior with human behavior to assist with validation. Our exploration begins by considering a simple method of behavior comparison. Motivated by shortcomings in this initial approach, we introduce behavior bounding, an automated model-based approach for comparing behavior that is inspired, in part, by Mitchell's Version Spaces. We show that behavior bounding can be used to compactly represent both human and agent behavior. We argue that relatively low amounts of human effort are required to build, maintain, and use the data structures that underlie behavior bounding, and we provide a theoretical basis for these arguments using notions of PAC Learnability. Next, we show empirical results indicating that this approach is effective at identifying differences in certain types of behaviors and that it performs well when compared against our initial benchmark methods. Finally, we demonstrate that behavior bounding can produce information that allows developers to identify and fix problems in an agent's behavior much more efficiently than standard debugging techniques.


Adaptive Lasso for High Dimensional Regression and Gaussian Graphical Modeling

arXiv.org Machine Learning

We show that the two-stage adaptive Lasso procedure (Zou, 2006) is consistent for high-dimensional model selection in linear and Gaussian graphical models. Our conditions for consistency cover more general situations than those accomplished in previous work: we prove that restricted eigenvalue conditions (Bickel et al., 2008) are also sufficient for sparse structure estimation.


Generic Preferences over Subsets of Structured Objects

Journal of Artificial Intelligence Research

Various tasks in decision making and decision support systems require selecting a preferred subset of a given set of items. Here we focus on problems where the individual items are described using a set of characterizing attributes, and a generic preference specification is required, that is, a specification that can work with an arbitrary set of items. For example, preferences over the content of an online newspaper should have this form: At each viewing, the newspaper contains a subset of the set of articles currently available. Our preference specification over this subset should be provided offline, but we should be able to use it to select a subset of any currently available set of articles, e.g., based on their tags. We present a general approach for lifting formalisms for specifying preferences over objects with multiple attributes into ones that specify preferences over subsets of such objects. We also show how we can compute an optimal subset given such a specification in a relatively efficient manner. We provide an empirical evaluation of the approach as well as some worst-case complexity results.


A Prototype for Educational Planning Using Course Constraints to Simulate Student Populations

arXiv.org Artificial Intelligence

Distance learning universities usually afford their students the flexibility to advance their studies at their own pace. This can lead to a considerable fluctuation of student populations within a program's courses, possibly affecting the academic viability of a program as well as the related required resources. Providing a method that estimates this population could be of substantial help to university management and academic personnel. We describe how to use course precedence constraints to calculate alternative tuition paths and then use Markov models to estimate future populations. In doing so, we identify key issues of a large scale potential deployment.


Lossless fitness inheritance in genetic algorithms for decision trees

arXiv.org Artificial Intelligence

When genetic algorithms are used to evolve decision trees, key tree quality parameters can be recursively computed and re-used across generations of partially similar decision trees. Simply storing instance indices at leaves is enough for fitness to be piecewise computed in a lossless fashion. We show the derivation of the (substantial) expected speed-up on two bounding case problems and trace the attractive property of lossless fitness inheritance to the divide-and-conquer nature of decision trees. The theoretical results are supported by experimental evidence.


Emerge-Sort: Converging to Ordered Sequences by Simple Local Operators

arXiv.org Artificial Intelligence

In this paper we examine sorting on the assumption that we do not know in advance which way to sort a sequence of numbers and we set at work simple local comparison and swap operators whose repeating application ends up in sorted sequences. These are the basic elements of Emerge-Sort, our approach to self-organizing sorting, which we then validate experimentally across a range of samples. Observing an O(n2) run-time behaviour, we note that the n/logn delay coefficient that differentiates Emerge-Sort from the classical comparison based algorithms is an instantiation of the price of anarchy we pay for not imposing a sorting order and for letting that order emerge through the local interactions.


Heuristic Reasoning on Graph and Game Complexity of Sudoku

arXiv.org Artificial Intelligence

The Sudoku puzzle has achieved worldwide popularity recently, and attracted great attention of the computational intelligence community. Sudoku is always considered as Satisfiability Problem or Constraint Satisfaction Problem. In this paper, we propose to focus on the essential graph structure underlying the Sudoku puzzle. First, we formalize Sudoku as a graph. Then a solving algorithm based on heuristic reasoning on the graph is proposed. The related r-Reduction theorem, inference theorem and their properties are proved, providing the formal basis for developments of Sudoku solving systems. In order to evaluate the difficulty levels of puzzles, a quantitative measurement of the complexity level of Sudoku puzzles based on the graph structure and information theory is proposed. Experimental results show that all the puzzles can be solved fast using the proposed heuristic reasoning, and that the proposed game complexity metrics can discriminate difficulty levels of puzzles perfectly.


Taking Advantage of Sparsity in Multi-Task Learning

arXiv.org Machine Learning

We study the problem of estimating multiple linear regression equations for the purpose of both prediction and variable selection. Following recent work on multi-task learning Argyriou et al. [2008], we assume that the regression vectors share the same sparsity pattern. This means that the set of relevant predictor variables is the same across the different equations. This assumption leads us to consider the Group Lasso as a candidate estimation method. We show that this estimator enjoys nice sparsity oracle inequalities and variable selection properties. The results hold under a certain restricted eigenvalue condition and a coherence condition on the design matrix, which naturally extend recent work in Bickel et al. [2007], Lounici [2008]. In particular, in the multi-task learning scenario, in which the number of tasks can grow, we are able to remove completely the effect of the number of predictor variables in the bounds. Finally, we show how our results can be extended to more general noise distributions, of which we only require the variance to be finite.


The Complexity of Reasoning with Global Constraints

arXiv.org Artificial Intelligence

Constraint propagation is one of the techniques central to the success of constraint programming. To reduce search, fast algorithms associated with each constraint prune the domains of variables. With global (or non-binary) constraints, the cost of such propagation may be much greater than the quadratic cost for binary constraints. We therefore study the computational complexity of reasoning with global constraints. We first characterise a number of important questions related to constraint propagation. We show that such questions are intractable in general, and identify dependencies between the tractability and intractability of the different questions. We then demonstrate how the tools of computational complexity can be used in the design and analysis of specific global constraints. In particular, we illustrate how computational complexity can be used to determine when a lesser level of local consistency should be enforced, when constraints can be safely generalized, when decomposing constraints will reduce the amount of pruning, and when combining constraints is tractable.


Stochastic Constraint Programming: A Scenario-Based Approach

arXiv.org Artificial Intelligence

To model combinatorial decision problems involving uncertainty and probability, we introduce scenario based stochastic constraint programming. Stochastic constraint programs contain both decision variables, which we can set, and stochastic variables, which follow a discrete probability distribution. We provide a semantics for stochastic constraint programs based on scenario trees. Using this semantics, we can compile stochastic constraint programs down into conventional (non-stochastic) constraint programs. This allows us to exploit the full power of existing constraint solvers. We have implemented this framework for decision making under uncertainty in stochastic OPL, a language which is based on the OPL constraint modelling language [Hentenryck et al., 1999]. To illustrate the potential of this framework, we model a wide range of problems in areas as diverse as portfolio diversification, agricultural planning and production/inventory management.