Edmonton
Named Entity Recognition and Classification on Historical Documents: A Survey
Ehrmann, Maud, Hamdi, Ahmed, Pontes, Elvys Linhares, Romanello, Matteo, Doucet, Antoine
After decades of massive digitisation, an unprecedented amount of historical documents is available in digital format, along with their machine-readable texts. While this represents a major step forward with respect to preservation and accessibility, it also opens up new opportunities in terms of content mining and the next fundamental challenge is to develop appropriate technologies to efficiently search, retrieve and explore information from this 'big data of the past'. Among semantic indexing opportunities, the recognition and classification of named entities are in great demand among humanities scholars. Yet, named entity recognition (NER) systems are heavily challenged with diverse, historical and noisy inputs. In this survey, we present the array of challenges posed by historical documents to NER, inventory existing resources, describe the main approaches deployed so far, and identify key priorities for future developments.
Imitate TheWorld: A Search Engine Simulation Platform
Gao, Yongqing, Huzhang, Guangda, Shen, Weijie, Liu, Yawen, Zhou, Wen-Ji, Da, Qing, Yu, Yang
Recent E-commerce applications benefit from the growth of deep learning techniques. However, we notice that many works attempt to maximize business objectives by closely matching offline labels which follow the supervised learning paradigm. This results in models obtain high offline performance in terms of Area Under Curve (AUC) and Normalized Discounted Cumulative Gain (NDCG), but cannot consistently increase the revenue metrics such as purchases amount of users. Towards the issues, we build a simulated search engine AESim that can properly give feedback by a well-trained discriminator for generated pages, as a dynamic dataset. Different from previous simulation platforms which lose connection with the real world, ours depends on the real data in AliExpress Search: we use adversarial learning to generate virtual users and use Generative Adversarial Imitation Learning (GAIL) to capture behavior patterns of users. Our experiments also show AESim can better reflect the online performance of ranking models than classic ranking metrics, implying AESim can play a surrogate of AliExpress Search and evaluate models without going online.
A Logical Characterization of the Preferred Models of Logic Programs with Ordered Disjunction
Charalambidis, Angelos, Rondogiannis, Panos, Troumpoukis, Antonis
Logic Programs with Ordered Disjunction (LPODs) extend classical logic programs with the capability of expressing alternatives with decreasing degrees of preference in the heads of program rules. Despite the fact that the operational meaning of ordered disjunction is clear, there exists an important open issue regarding its semantics. In particular, there does not exist a purely model-theoretic approach for determining the most preferred models of an LPOD. At present, the selection of the most preferred models is performed using a technique that is not based exclusively on the models of the program and in certain cases produces counterintuitive results. We provide a novel, model-theoretic semantics for LPODs, which uses an additional truth value in order to identify the most preferred models of a program. We demonstrate that the proposed approach overcomes the shortcomings of the traditional semantics of LPODs. Moreover, the new approach can be used to define the semantics of a natural class of logic programs that can have both ordered and classical disjunctions in the heads of clauses. This allows programs that can express not only strict levels of preferences but also alternatives that are equally preferred. This work is under consideration for acceptance in TPLP.
Toward Co-creative Dungeon Generation via Transfer Learning
Co-creative Procedural Content Generation via Machine Learning However, running user subject studies for every game would be (PCGML) refers to systems where a PCGML agent and a human costly, and it would be difficult to find a user base with relevant work together to produce output content. One of the limitations of design experience for every game since most games do not have co-creative PCGML is that it requires co-creative training data for a their own Game Name Maker level design tool/game. Therefore, PCGML agent to learn to interact with humans. However, acquiring we need a way to develop high quality co-creative agents without this data is a difficult and time-consuming process.
Adversarial Random Forest Classifier for Automated Game Design
Maurer, Thomas, Guzdial, Matthew
Autonomous game design, generating games algorithmically, has been a longtime goal within the technical games research field. However, existing autonomous game design systems have relied in large part on human-authoring for game design knowledge, such as fitness functions in search-based methods. In this paper, we describe an experiment to attempt to learn a human-like fitness function for autonomous game design in an adversarial manner. While our experimental work did not meet our expectations, we present an analysis of our system and results that we hope will be informative to future autonomous game design research.
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An intelligent future? How AI is improving construction
Big road projects will often uncover historic finds. During the £1.5bn upgrade of the A14 in Cambridgeshire, an archaeologist found what was believed to be the earliest evidence of beer brewing in Britain, dating back around 2,000 years. Generating as much excitement, for different reasons, was the introduction of a very modern concept on the same scheme. The project team pioneered artificial intelligence (AI) and machine-learning technology to successfully predict times when an accident was more likely to happen – and to take action to stop it. By collecting swathes of information and using the AI, data scientists were able to spot problems before they occurred.
Learning Expected Emphatic Traces for Deep RL
Jiang, Ray, Zhang, Shangtong, Chelu, Veronica, White, Adam, van Hasselt, Hado
Off-policy sampling and experience replay are key for improving sample efficiency and scaling model-free temporal difference learning methods. When combined with function approximation, such as neural networks, this combination is known as the deadly triad and is potentially unstable. Recently, it has been shown that stability and good performance at scale can be achieved by combining emphatic weightings and multi-step updates. This approach, however, is generally limited to sampling complete trajectories in order, to compute the required emphatic weighting. In this paper we investigate how to combine emphatic weightings with non-sequential, off-line data sampled from a replay buffer. We develop a multi-step emphatic weighting that can be combined with replay, and a time-reversed $n$-step TD learning algorithm to learn the required emphatic weighting. We show that these state weightings reduce variance compared with prior approaches, while providing convergence guarantees. We tested the approach at scale on Atari 2600 video games, and observed that the new X-ETD($n$) agent improved over baseline agents, highlighting both the scalability and broad applicability of our approach.
A Comparison of Contextual and Non-Contextual Preference Ranking for Set Addition Problems
Bertram, Timo, Fürnkranz, Johannes, Müller, Martin
In this paper, we study the problem of evaluating the addition of elements to a set. This problem is difficult, because it can, in the general case, not be reduced to unconditional preferences between the choices. Therefore, we model preferences based on the context of the decision. We discuss and compare two different Siamese network architectures for this task: a twin network that compares the two sets resulting after the addition, and a triplet network that models the contribution of each candidate to the existing set. We evaluate the two settings on a real-world task; learning human card preferences for deck building in the collectible card game Magic: The Gathering. We show that the triplet approach achieves a better result than the twin network and that both outperform previous results on this task.
CHASE: Robust Visual Tracking via Cell-Level Differentiable Neural Architecture Search
Marvasti-Zadeh, Seyed Mojtaba, Khaghani, Javad, Cheng, Li, Ghanei-Yakhdan, Hossein, Kasaei, Shohreh
A strong visual object tracker nowadays relies on its well-crafted modules, which typically consist of manually-designed network architectures to deliver high-quality tracking results. Not surprisingly, the manual design process becomes a particularly challenging barrier, as it demands sufficient prior experience, enormous effort, intuition and perhaps some good luck. Meanwhile, neural architecture search has gaining grounds in practical applications such as image segmentation, as a promising method in tackling the issue of automated search of feasible network structures. In this work, we propose a novel cell-level differentiable architecture search mechanism to automate the network design of the tracking module, aiming to adapt backbone features to the objective of a tracking network during offline training. The proposed approach is simple, efficient, and with no need to stack a series of modules to construct a network. Our approach is easy to be incorporated into existing trackers, which is empirically validated using different differentiable architecture search-based methods and tracking objectives. Extensive experimental evaluations demonstrate the superior performance of our approach over five commonly-used benchmarks. Meanwhile, our automated searching process takes 41 (18) hours for the second (first) order DARTS method on the TrackingNet dataset.