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Evaluation of taxonomic and neural embedding methods for calculating semantic similarity

arXiv.org Artificial Intelligence

Modelling semantic similarity plays a fundamental role in lexical semantic applications. A natural way of calculating semantic similarity is to access handcrafted semantic networks, but similarity prediction can also be anticipated in a distributional vector space. Similarity calculation continues to be a challenging task, even with the latest breakthroughs in deep neural language models. We first examined popular methodologies in measuring taxonomic similarity, including edge-counting that solely employs semantic relations in a taxonomy, as well as the complex methods that estimate concept specificity. We further extrapolated three weighting factors in modelling taxonomic similarity. To study the distinct mechanisms between taxonomic and distributional similarity measures, we ran head-to-head comparisons of each measure with human similarity judgements from the perspectives of word frequency, polysemy degree and similarity intensity. Our findings suggest that without fine-tuning the uniform distance, taxonomic similarity measures can depend on the shortest path length as a prime factor to predict semantic similarity; in contrast to distributional semantics, edge-counting is free from sense distribution bias in use and can measure word similarity both literally and metaphorically; the synergy of retrofitting neural embeddings with concept relations in similarity prediction may indicate a new trend to leverage knowledge bases on transfer learning. It appears that a large gap still exists on computing semantic similarity among different ranges of word frequency, polysemous degree and similarity intensity.


A New Index for Clustering Evaluation Based on Density Estimation

arXiv.org Artificial Intelligence

A new index for internal evaluation of clustering is introduced. The index is defined as a mixture of two sub-indices. The first sub-index $ I_a $ is called the Ambiguous Index; the second sub-index $ I_s $ is called the Similarity Index. Calculation of the two sub-indices is based on density estimation to each cluster of a partition of the data. An experiment is conducted to test the performance of the new index, and compared with six other internal clustering evaluation indices -- Calinski-Harabasz index, Silhouette coefficient, Davies-Bouldin index, CDbw, DBCV, and VIASCKDE, on a set of 145 datasets. The result shows the new index significantly improves other internal clustering evaluation indices.


Multi-Agent Path Finding: A New Boolean Encoding

Journal of Artificial Intelligence Research

Multi-agent pathfinding (MAPF) is an NP-hard problem. As such, dense maps may be very hard to solve optimally. In such scenarios, compilation-based approaches, via Boolean satisfiability (SAT) and answer set programming (ASP), have been shown to outperform heuristic-search-based approaches, such as conflict-based search (CBS). In this paper, we propose a new Boolean encoding for MAPF, and show how to implement it in ASP and MaxSAT. A feature that distinguishes our encoding from existing ones is that swap and follow conflicts are encoded using binary clauses, which can be exploited by current conflict-driven clause learning (CDCL) solvers. In addition, the number of clauses used to encode swap and follow conflicts do not depend on the number of agents, allowing us to scale better. For MaxSAT, we study different ways in which we may combine the MSU3 and LSU algorithms for maximum performance. In our experimental evaluation, we used square grids, ranging from 20 x 20 to 50 x 50 cells, and warehouse maps, with a varying number of agents and obstacles. We compared against representative solvers of the state-of-the-art, including the search-based algorithm CBS, the ASP-based solver ASP-MAPF, and the branch-and-cut-and-price hybrid solver, BCP. We observe that the ASP implementation of our encoding, ASP-MAPF2 outperforms other solvers in most of our experiments. The MaxSAT implementation of our encoding, MtMS shows best performance in relatively small warehouse maps when the number of agents is large, which are the instances with closer resemblance to hard puzzle-like problems.


On Efficient Reinforcement Learning for Full-length Game of StarCraft II

Journal of Artificial Intelligence Research

StarCraft II (SC2) poses a grand challenge for reinforcement learning (RL), of which the main difficulties include huge state space, varying action space, and a long time horizon. In this work, we investigate a set of RL techniques for the full-length game of StarCraft II. We investigate a hierarchical RL approach, where the hierarchy involves two. One is the extracted macro-actions from experts’ demonstration trajectories to reduce the action space in an order of magnitude. The other is a hierarchical architecture of neural networks, which is modular and facilitates scale. We investigate a curriculum transfer training procedure that trains the agent from the simplest level to the hardest level. We train the agent on a single machine with 4 GPUs and 48 CPU threads. On a 64x64 map and using restrictive units, we achieve a win rate of 99% against the difficulty level-1 built-in AI. Through the curriculum transfer learning algorithm and a mixture of combat models, we achieve a 93% win rate against the most difficult non-cheating level built-in AI (level-7). In this extended version of the paper, we improve our architecture to train the agent against the most difficult cheating level AIs (level-8, level-9, and level-10). We also test our method on different maps to evaluate the extensibility of our approach. By a final 3-layer hierarchical architecture and applying significant tricks to train SC2 agents, we increase the win rate against the level-8, level-9, and level-10 to 96%, 97%, and 94%, respectively. Our codes and models are all open-sourced now at https://github.com/liuruoze/HierNet-SC2. To provide a baseline referring the AlphaStar for our work as well as the research and open-source community, we reproduce a scaled-down version of it, mini-AlphaStar (mAS). The latest version of mAS is 1.07, which can be trained using supervised learning and reinforcement learning on the raw action space which has 564 actions. It is designed to run training on a single common machine, by making the hyper-parameters adjustable and some settings simplified. We then can compare our work with mAS using the same computing resources and training time. By experiment results, we show that our method is more effective when using limited resources. The inference and training codes of mini-AlphaStar are all open-sourced at https://github.com/liuruoze/mini-AlphaStar. We hope our study could shed some light on the future research of efficient reinforcement learning on SC2 and other large-scale games.


On Tackling Explanation Redundancy in Decision Trees

Journal of Artificial Intelligence Research

Decision trees (DTs) epitomize the ideal of interpretability of machine learning (ML) models. The interpretability of decision trees motivates explainability approaches by so-called intrinsic interpretability, and it is at the core of recent proposals for applying interpretable ML models in high-risk applications. The belief in DT interpretability is justified by the fact that explanations for DT predictions are generally expected to be succinct. Indeed, in the case of DTs, explanations correspond to DT paths. Since decision trees are ideally shallow, and so paths contain far fewer features than the total number of features, explanations in DTs are expected to be succinct, and hence interpretable. This paper offers both theoretical and experimental arguments demonstrating that, as long as interpretability of decision trees equates with succinctness of explanations, then decision trees ought not be deemed interpretable. The paper introduces logically rigorous path explanations and path explanation redundancy, and proves that there exist functions for which decision trees must exhibit paths with explanation redundancy that is arbitrarily larger than the actual path explanation. The paper also proves that only a very restricted class of functions can be represented with DTs that exhibit no explanation redundancy. In addition, the paper includes experimental results substantiating that path explanation redundancy is observed ubiquitously in decision trees, including those obtained using different tree learning algorithms, but also in a wide range of publicly available decision trees. The paper also proposes polynomial-time algorithms for eliminating path explanation redundancy, which in practice require negligible time to compute. Thus, these algorithms serve to indirectly attain irreducible, and so succinct, explanations for decision trees. Furthermore, the paper includes novel results related with duality and enumeration of explanations, based on using SAT solvers as witness-producing NP-oracles.


Domain Adaptation and Multi-Domain Adaptation for Neural Machine Translation: A Survey

Journal of Artificial Intelligence Research

The development of deep learning techniques has allowed Neural Machine Translation (NMT) models to become extremely powerful, given sufficient training data and training time. However, systems struggle when translating text from a new domain with a distinct style or vocabulary. Fine-tuning on in-domain data allows good domain adaptation, but requires sufficient relevant bilingual data. Even if this is available, simple fine-tuning can cause overfitting to new data and catastrophic forgetting of previously learned behaviour. We survey approaches to domain adaptation for NMT, particularly where a system may need to translate across multiple domains. We divide techniques into those revolving around data selection or generation, model architecture, parameter adaptation procedure, and inference procedure. We finally highlight the benefits of domain adaptation and multidomain adaptation techniques to other lines of NMT research.


Opportunities and Adoption Challenges of AI in the Construction Industry: A PRISMA Review

#artificialintelligence

Artificial intelligence (AI) is a powerful technology with a range of capabilities, which are beginning to become apparent in all industries nowadays. The increased popularity of AI in the construction industry, however, is rather limited in comparison to other industry sectors. Moreover, despite AI being a hot topic in built environment research, there are limited review studies that investigate the reasons for the low-level AI adoption in the construction industry. This study aims to reduce this gap by identifying the adoption challenges of AI, along with the opportunities offered, for the construction industry. To achieve the aim, the study adopts a systematic literature review approach using the PRISMA protocol. In addition, the systematic review of the literature focuses on the planning, design, and construction stages of the construction project lifecycle. The results of the review reveal that (a) AI is particularly beneficial in the planning stage as the success of construction projects depends on accurate events, risks, and cost forecasting; (b) the major opportunity in adopting AI is to reduce the time spent on repetitive tasks by using big data analytics and improving the work processes; and (c) the biggest challenge to incorporate AI on a construction site is the fragmented nature of the industry, which has resulted in issues of data acquisition and retention. The findings of the study inform a range of parties that operate in the construction industry concerning the opportunities and challenges of AI adaptability and help increase the market acceptance of AI practices.


A new 'common sense' test for AI could lead to smarter machines

#artificialintelligence

Content provided by IBM and TNW. Today's AI systems are quickly evolving to become humans' new best friend. We now have AIs that can concoct award-winning whiskey, write poetry, and help doctors perform extremely precise surgical operations. But one thing they can't do -- which is, on the surface, far simpler than all those other things -- is use common sense. Common sense is different from intelligence in that it is usually something innate and natural to humans that helps them navigate daily life, and cannot really be taught.


How Google is working to help you find food and local businesses

Engadget

At its Search On event today, Google unveiled several new ways to help people more easily find what they're looking for. Some things can be trickier to locate than most, like a particular style of clothing or a certain fragrance. But when it comes to food that makes your mouth and eyes water, Google thinks it can help. Engadget spoke with vice president and general manager of Local Search Yul Kwon to learn how the company believes it can bring people to the dishes they're craving. You might remember him as the winner of Survivor: Cook Islands, but he's also been a management consultant, a law practitioner and the owner of several Red Mango franchise locations in California.


From Zero to Production: Baltic-Ukrainian Machine Translation Systems to Aid Refugees

arXiv.org Artificial Intelligence

In this paper, we examine the development and usage of six low-resource machine translation systems translating between the Ukrainian language and each of the official languages of the Baltic states. We developed these systems in reaction to the escalating Ukrainian refugee crisis caused by the Russian military aggression in Ukraine in the hope that they might be helpful for refugees and public administrations. Now, two months after MT systems were made public, we analyze their usage patterns and statistics. Our findings show that the Latvian-Ukrainian and Lithuanian-Ukrainian systems are integrated into the public services of Baltic states, leading to more than 127 million translated sentences for the Lithuanian-Ukrainian system. Motivated by these findings, we further enhance our MT systems by better Ukrainian toponym translation and publish an improved version of the Lithuanian-Ukrainian system.