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Query-time Entity Resolution

arXiv.org Artificial Intelligence

Entity resolution is the problem of reconciling database references corresponding to the same real-world entities. Given the abundance of publicly available databases that have unresolved entities, we motivate the problem of query-time entity resolution quick and accurate resolution for answering queries over such unclean databases at query-time. Since collective entity resolution approaches --- where related references are resolved jointly --- have been shown to be more accurate than independent attribute-based resolution for off-line entity resolution, we focus on developing new algorithms for collective resolution for answering entity resolution queries at query-time. For this purpose, we first formally show that, for collective resolution, precision and recall for individual entities follow a geometric progression as neighbors at increasing distances are considered. Unfolding this progression leads naturally to a two stage expand and resolve query processing strategy. In this strategy, we first extract the related records for a query using two novel expansion operators, and then resolve the extracted records collectively. We then show how the same strategy can be adapted for query-time entity resolution by identifying and resolving only those database references that are the most helpful for processing the query. We validate our approach on two large real-world publication databases where we show the usefulness of collective resolution and at the same time demonstrate the need for adaptive strategies for query processing. We then show how the same queries can be answered in real-time using our adaptive approach while preserving the gains of collective resolution. In addition to experiments on real datasets, we use synthetically generated data to empirically demonstrate the validity of the performance trends predicted by our analysis of collective entity resolution over a wide range of structural characteristics in the data.


A Computational Model of Perceived Agency in Video Games

AAAI Conferences

Agency, being one's ability to perform an action and have some influence over the world, is fundamental to interactive entertainment. Although much of the games industry is concerned with providing more agency to its players, what seems to matter more is how much agency each player will actually perceive. In this paper, we present a computational model of this phenomena, based on the notion that the amount of agency that one perceives depends on how much they desire the outcomes that result from their decisions. Using a structure for high-agency stories that we designed specifically for this intent, we present the results of a 141-participant user study that tests our model's ability to select subsequent events in an original interactive story. Using a newly validated survey instrument for measuring both agency and fun, we found with a high degree of confidence that event sequences selected by our model result in players perceiving more agency than players who experience event sequences that our model does not recommend.


Build Order Optimization in StarCraft

AAAI Conferences

In recent years, real-time strategy (RTS) games have gained interest in the AI research community for their multitude of challenging subproblems โ€” such as collaborative pathfinding, effective resource allocation and unit targeting, to name a few. In this paper we consider the build order problem in RTS games in which we need to find concurrent action sequences that, constrained by unit dependencies and resource availability, create a certain number of units and structures in the shortest possible time span. We present abstractions and heuristics that speed up the search for approximative solutions considerably in the game of StarCraft, and show the efficacy of our method by comparing its real-time performance with that of professional StarCraft players.


Any-Angle Path Planning for Computer Games

AAAI Conferences

Path planning is a critical part of modern computer games; rare is the game where nothing moves and path planning is unneeded. A* is the workhorse for most path planning applications. Block A* is a state-of-the-art algorithm that is always faster than A* in experiments using game maps. Unlike other methods that improve upon A*'s performance, Block A* is never worse than A* nor require any knowledge of the map. In our experiments, Block A* is ideal for games with randomly generated maps, large maps, or games with a highly dynamic multi-agent environment. Furthermore, in the domain of grid-based any-angle path planning, we show that Block A* is an order of magnitude faster than the previous best any-angle path planning algorithm, Theta*. We empirically show our results using maps from Dragon Age: Origins and Starcraft. Finally, we introduce ``populated game maps'' as a new test bed that is a better approximation of real game conditions than the standard test beds of this field. The main contributions of this paper is a more rigorous set of experiments for Block A*, and introducing a new test bed (populated game maps) that is a more accurate representation of actual game conditions than the standard test beds.


A Generative Computational Model for Human Hide and Seek Behavior

AAAI Conferences

Hiding and seeking is a cognitive ability frequently demonstrated by humans in both real life and video games. We use machine learning to automatically construct the first computational model of hide/seek behavior in adult humans in a video game like setting. The model is then run generatively in a novel environment and its behavior is found indistinguishable from actual human behavior by a panel of human judges. ย In doing so the artificial intelligence agent using the model appears to have passed a version of the Turing test for hiding and seeking.


Euclidean Heuristic Optimization

AAAI Conferences

We pose the problem of constructing good search heuristics as an optimization problem: minimizing the loss between the true distances and the heuristic estimates subject to admissibility and consistency constraints. For a well-motivated choice of loss function, we show performing this optimization is tractable. In fact, it corresponds to a recently proposed method for dimensionality reduction. We prove this optimization is guaranteed to produce admissible and consistent heuristics, generalizes and gives insight into differential heuristics, and show experimentally that it produces strong heuristics on problems from three distinct search domains.


A Local Monte Carlo Tree Search Approach in Deterministic Planning

AAAI Conferences

Much recent work in satisficing planning has aimed at striking a balance between coverage - solving as many problems as possible - and plan quality. Current planners achieve near perfect coverage on the latest IPC benchmarks. It is therefore natural to investigate their scaling behavior on more difficult instances. Among state of the art planners, LAMA (Richter, Helmert, and Westphal 2008) is able to generate high quality plans, but its coverage drops off rapidly with increasing prob- lem complexity. The Arvand planner (Nakhost and Mรผller 2009) scales to much harder instances but generates lower quality plans. This paper introduces a new algorithm, Monte Carlo Random Walk-based Local Tree Search (MRW-LTS), which uses random walks to selectively build local search trees. Experiments demonstrate that MRW-LTS combines a scaling behavior that is better than LAMAโ€™s with a plan quality that is better than Arvandโ€™s.


Time Complexity of Iterative-Deepening A*: The Informativeness Pathology (Abstract)

AAAI Conferences

Korf, Reid, and Edelkamp launched a line of research aimed at predicting how many nodes IDA* will expand with a given depth bound. This paper advances this line of research in three ways. First, we identify a source of prediction error that has hitherto been overlooked. We call it the "discretization effect." Second, we disprove the intuitively appealing idea that a "more informed" prediction system cannot make worse predictions than a ``less informed'' one. More informed systems are more susceptible to the discretization effect, and in our experiments the more informed system makes poorer predictions. Our third contribution is a method, called "Epsilon-truncation," which makes a prediction system less informed, in a carefully chosen way, so as to improve its predictions by reducing the discretization effect. In our experiments Epsilon-truncation improved predictions substantially.


An Event-Based Framework for Process Inference

AAAI Conferences

We focus on a class of models used for representing the dynamics between a discrete set of probabilistic events in a continuous-time setting. The proposed framework offers tractable learning and inference procedures and provides compact state representations for processes which exhibit variable delays between events. The approach is applied to a heart sound labeling task that exhibits long-range dependencies on previous events, and in which explicit modeling of the rhythm timings is justifiable by cardiological principles.


Extending the Applications of Recent Real-Time Heuristic Search

AAAI Conferences

Real-time heuristic search algorithms that precompute search space-specific databases have demonstrated exceptional performance in video-game pathfinding. We discuss the first steps towards extending these algorithms to other search spaces that also benefit from the real-time property. We present our initial progress in characterizing the performance of current algorithms based on the features of a search space, and discuss future directions of this research.