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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.


Stochastic Constraint Programming: A Scenario-Based Approach

arXiv.org Artificial Intelligence

Many decision problems contain uncertainty. Data about events in the past may not be known exactly due to errors in measuring or difficulties in sampling, whilst data about events in the future may simply not be known with certainty. For example, when scheduling power stations, we need to cope with uncertainty in future energy demands. As a second example, nurse rostering in an accident and emergency department requires us to anticipate variability in workload. As a final example, when constructing a balanced bond portfolio, we must deal with uncertainty in the future price of bonds. To deal with such situations, [27] proposed an extension of constraint programming, called stochastic constraint programming, in which we distinguish between decision variables, which we are free to set, and stochastic (or observed) variables, which follow some probability distribution. A semantics for stochastic constraint programs based on policies was proposed and backtracking and forward checking algorithms to solve such stochastic constraint programs were presented.


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.


Tagging multimedia stimuli with ontologies

arXiv.org Artificial Intelligence

Successful management of emotional stimuli is a pivotal issue concerning Affective Computing (AC) and the related research. As a subfield of Artificial Intelligence, AC is concerned not only with the design of computer systems and the accompanying hardware that can recognize, interpret, and process human emotions, but also with the development of systems that can trigger human emotional response in an ordered and controlled manner. This requires the maximum attainable precision and efficiency in the extraction of data from emotionally annotated databases While these databases do use keywords or tags for description of the semantic content, they do not provide either the necessary flexibility or leverage needed to efficiently extract the pertinent emotional content. Therefore, to this extent we propose an introduction of ontologies as a new paradigm for description of emotionally annotated data. The ability to select and sequence data based on their semantic attributes is vital for any study involving metadata, semantics and ontological sorting like the Semantic Web or the Social Semantic Desktop, and the approach described in the paper facilitates reuse in these areas as well.


Modeling the Experience of Emotion

arXiv.org Artificial Intelligence

Affective computing has proven to be a viable field of research comprised of a large number of multidisciplinary researchers resulting in work that is widely published. The majority of this work consists of computational models of emotion recognition, computational modeling of causal factors of emotion and emotion expression through rendered and robotic faces. A smaller part is concerned with modeling the effects of emotion, formal modeling of cognitive appraisal theory and models of emergent emotions. Part of the motivation for affective computing as a field is to better understand emotional processes through computational modeling. One of the four major topics in affective computing is computers that have emotions (the others are recognizing, expressing and understanding emotions). A critical and neglected aspect of having emotions is the experience of emotion (Barrett, Mesquita, Ochsner, and Gross, 2007): what does the content of an emotional episode look like, how does this content change over time and when do we call the episode emotional. Few modeling efforts have these topics as primary focus. The launch of a journal on synthetic emotions should motivate research initiatives in this direction, and this research should have a measurable impact on emotion research in psychology. I show that a good way to do so is to investigate the psychological core of what an emotion is: an experience. I present ideas on how the experience of emotion could be modeled and provide evidence that several computational models of emotion are already addressing the issue.