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Complex systems: features, similarity and connectivity

arXiv.org Machine Learning

The increasing interest in complex networks research has been a consequence of several intrinsic features of this area, such as the generality of the approach to represent and model virtually any discrete system, and the incorporation of concepts and methods deriving from many areas, from statistical physics to sociology, which are often used in an independent way. Yet, for this same reason, it would be desirable to integrate these various aspects into a more coherent and organic framework, which would imply in several benefits normally allowed by the systematization in science, including the identification of new types of problems and the cross-fertilization between fields. More specifically, the identification of the main areas to which the concepts frequently used in complex networks can be applied paves the way to adopting and applying a larger set of concepts and methods deriving from those respective areas. Among the several areas that have been used in complex networks research, pattern recognition, optimization, linear algebra, and time series analysis seem to play a more basic and recurrent role. In the present manuscript, we propose a systematic way to integrate the concepts from these diverse areas regarding complex networks research. In order to do so, we start by grouping the multidisciplinary concepts into three main groups, namely features, similarity, and network connectivity. Then we show that several of the analysis and modeling approaches to complex networks can be thought as a composition of maps between these three groups, with emphasis on nine main types of mappings, which are presented and illustrated. Such a systematization of principles and approaches also provides an opportunity to review some of the most closely related works in the literature, which is also developed in this article.


Richard Sutton The Future of Artificial Intelligence

#artificialintelligence

Dr. Richard Sutton presents "The Future of Artificial Intelligence" in the Technology and Future of Medicine course LABMP 590 http://www.singularitycourse.com This video has the greatest potential to save the world, and improve everyone's preparation for the future and improve the actual future itself, of any videos we have produced to date. If you do not want to watch the whole thing from the beginning, watch from 00:27:24 The Enslavement Problem. This is from the September 10th, 2015 lecture in eHub at the University of Alberta in Edmonton, Canada. Dr. Kim Solez gave a poetry reading on subjects related to this lecture at the Strathearn Art Walk on September 12, 2015, with Dr. Sutton in the audience and commenting afterward see https://www.youtube.com/watch?v jTVO7... .


Google AI just wrote its first song Chart Attack

#artificialintelligence

This isn't the first piece of music composed by a computer. But it's a moment that might one day be called "watershed." It might also be called "the beginning of the end." Google unveiled its Magenta program at Moogfest. The program, part of the deep learning Google Brain project, will use Google's open-source artificial intelligence platform TensorFlow to research machine learning in artistic creation, i.e. have a machine write a song.


News AICML

#artificialintelligence

Medical, Agricultural, and Computing Science Researchers at the University of Alberta and the AICML have developed a new test to detect E. coli. The PFM Scheduling Services website is now available here. The AICML has just released a new video talking about what machine learning is and what it can do for you. AICML researcher Patrick Pilarski recently gave a talk at TEDx Edmonton. The Critterbot Project is an initiative of the Reinforcement Learning and Artificial Intelligence (RLAI) lab at the University of Alberta.


Counterfactual Regret Minimization in Sequential Security Games

AAAI Conferences

Many real world security problems can be modelled as finite zero-sum games with structured sequential strategies and limited interactions between the players. An abstract class of games unifying these models are the normal-form games with sequential strategies (NFGSS). We show that all games from this class can be modelled as well-formed imperfect-recall extensive-form games and consequently can be solved by counterfactual regret minimization. We propose an adaptation of the CFR+ algorithm for NFGSS and compare its performance to the standard methods based on linear programming and incremental game generation. We validate our approach on two security-inspired domains. We show that with a negligible loss in precision, CFR+ can compute a Nash equilibrium with five times less computation than its competitors.



Evaluating the Performance of Presumed Payoff Perfect Information Monte Carlo Sampling Against Optimal Strategies

AAAI Conferences

A very recent algorithm shows search of games of imperfect information has been around how both theoretical problems can be fixed (Lisรฝ, Lanctot, for many years. The approach is appealing, for a number of and Bowling 2015), but has yet to be applied to large games reasons: it allows the usage of well-known methods from typically used for search. More recently overestimation of perfect information games, its complexity is magnitudes MAX's knowledge is also dealt with in the field of general lower than the problem of weakly solving a game in the game play (Schofield, Cerexhe, and Thielscher 2013). To the sense of game theory, it can be used in a justin-time manner best of our knowledge, all literature on the deficiencies of (no precalculation phase needed) even for games with PIMC concentrates on the overestimation of MAX's knowledge.


A Universal Primal-Dual Convex Optimization Framework

Neural Information Processing Systems

We propose a new primal-dual algorithmic framework for a prototypical constrained convex optimization template. The algorithmic instances of our framework are universal since they can automatically adapt to the unknown Holder continuity degree and constant within the dual formulation. They are also guaranteed to have optimal convergence rates in the objective residual and the feasibility gap for each Holder smoothness degree. In contrast to existing primal-dual algorithms, our framework avoids the proximity operator of the objective function. We instead leverage computationally cheaper, Fenchel-type operators, which are the main workhorses of the generalized conditional gradient (GCG)-type methods. In contrast to the GCG-type methods, our framework does not require the objective function to be differentiable, and can also process additional general linear inclusion constraints, while guarantees the convergence rate on the primal problem.


Keeping the Player on an Emotional Trajectory in Interactive Storytelling

AAAI Conferences

Artificial Intelligence (AI) techniques have been widely used in video games to control non-playable characters. More recently, AI has been applied to automated story generation with the objective of managing the player's experience in an interactive narrative. Such AI experience managers can generate and adapt narrative dynamically, often in response to the player's in-game actions. We implement and evaluate a recently proposed AI experience manager, PACE, which predicts the player's emotional response to a narrative event and uses such predictions to shape the narrative to keep the player on an author-supplied target emotional curve.


Utility-based Dueling Bandits as a Partial Monitoring Game

arXiv.org Artificial Intelligence

Partial monitoring is a generic framework for sequential decision-making with incomplete feedback. It encompasses a wide class of problems such as dueling bandits, learning with expect advice, dynamic pricing, dark pools, and label efficient prediction. We study the utility-based dueling bandit problem as an instance of partial monitoring problem and prove that it fits the time-regret partial monitoring hierarchy as an easy - i.e. Theta (sqrt{T})- instance. We survey some partial monitoring algorithms and see how they could be used to solve dueling bandits efficiently. Keywords: Online learning, Dueling Bandits, Partial Monitoring, Partial Feedback, Multiarmed Bandits