Oceania
Classical Planning with Simulators: Results on the Atari Video Games
Lipovetzky, Nir (University of Melbourne) | Ramirez, Miquel (Australian National University) | Geffner, Hector (ICREA and University Pompeu Fabra)
The Atari 2600 games supported in the Arcade Learning Environment [Bellemare et al., 2013] all feature a known initial (RAM) state and actions that have deterministic effects. Classical planners, however, cannot be used off-the-shelf as there is no compact PDDL-model of the games, and action effects and goals are not known a priori. Indeed, there are no explicit goals, and the planner must select actions on line while interacting with a simulator that returns successor states and rewards. None of this precludes the use of blind lookahead algorithms for action selection like breadth-first search or Dijkstra’s yet such methods are not effective over large state spaces. We thus turn to a different class of planning methods introduced recently that have been shown to be effective for solving large planning problems but which do not require prior knowledge of state transitions, costs (rewards) or goals. The empirical results over 54 Atari games show that the simplest such algorithm performs at the level of UCT, the state-of-the-art planning method in this domain, and suggest the potential of width-based methods for planning with simulators when factored, compact action models are not available.
H-Index Manipulation by Merging Articles: Models, Theory, and Experiments
Bevern, René van (TU Berlin) | Komusiewicz, Christian (TU Berlin) | Niedermeier, Rolf (TU Berlin) | Sorge, Manuel (TU Berlin) | Walsh, Toby (University of New South Wales and NICTA )
An author’s profile on Google Scholar consists of indexed articles and associated data, such as the number of citations and the H-index. The author is allowed to merge articles, which may affect the H-index. We analyze the parameterized complexity of maximizing the H-index using article merges. Herein, to model realistic manipulation scenarios, we define a compatability graph whose edges correspond to plausible merges. Moreover, we consider multiple possible measures for computing the citation count of a merged article. For the measure used by Google Scholar, we give an algorithm that maximizes the H-index in linear time if the compatibility graph has constant-size connected components. In contrast, if we allow to merge arbitrary articles, then already increasing the H-index by one is NP-hard. Experiments on Google Scholar profiles of AI researchers show that the H-index can be manipulated substantially only by merging articles with highly dissimilar titles, which would be easy to discover.
Execution Monitoring as Meta-Games for General Game-Playing Robots
Rajaratnam, David (The University of New South Wales) | Thielscher, Michael (The University of New South Wales)
General Game Playing aims to create AI systems that can understand the rules of new games and learn to play them effectively without human intervention. The recent proposal for general game-playing robots extends this to AI systems that play games in the real world. Execution monitoring becomes a necessity when moving from a virtual to a physical environment, because in reality actions may not be executed properly and (human) opponents may make illegal game moves. We develop a formal framework for execution monitoring by which an action theory that provides an axiomatic description of a game is automatically embedded in a meta-game for a robotic player — called the arbiter — whose role is to monitor and correct failed actions. This allows for the seamless encoding of recovery behaviours within a meta-game, enabling a robot to recover from these unexpected events.
Personalized Tour Recommendation Based on User Interests and Points of Interest Visit Durations
Lim, Kwan Hui (The University of Melbourne) | Chan, Jeffrey (The University of Melbourne) | Leckie, Christopher (The University of Melbourne) | Karunasekera, Shanika (The University of Melbourne)
Tour recommendation and itinerary planning are challenging tasks for tourists, due to their need to select Points of Interest (POI) to visit in unfamiliar cities, and to select POIs that align with their interest preferences and trip constraints. We propose an algorithm called PersTour for recommending personalized tours using POI popularity and user interest preferences, which are automatically derived from real-life travel sequences based on geo-tagged photos. Our tour recommendation problem is modelled using a formulation of the Orienteering problem, and considers user trip constraints such as time limits and the need to start and end at specific POIs. In our work, we also reflect levels of user interest based on visit durations, and demonstrate how POI visit duration can be personalized using this time-based user interest. Using a Flickr dataset of four cities, our experiments show the effectiveness of PersTour against various baselines, in terms of tour popularity, interest, recall, precision and F1-score. In particular, our results show the merits of using time-based user interest and personalized POI visit durations, compared to the current practice of using frequency-based user interest and average visit durations.
Equilibria Under the Probabilistic Serial Rule
Aziz, Haris (NICTA and University of New South Wales) | Gaspers, Serge (NICTA and University of New South Wales) | Mackenzie, Simon (NICTA and University of New South Wales) | Mattei, Nicholas (NICTA and University of New South Wales) | Narodytska, Nina (Carnegie Mellon University) | Walsh, Toby (NICTA and University of New South Wales)
The probabilistic serial (PS) rule is a prominent randomized rule for assigning indivisible goods to agents. Although it is well known for its good fairness and welfare properties, it is not strategyproof. In view of this, we address several fundamental questions regarding equilibria under PS. Firstly, we show that Nash deviations under the PS rule can cycle. Despite the possibilities of cycles, we prove that a pure Nash equilibrium is guaranteed to exist under the PS rule. We then show that verifying whether a given profile is a pure Nash equilibrium is coNP-complete, and computing a pure Nash equilibrium is NP-hard. For two agents, we present a linear-time algorithm to compute a pure Nash equilibrium which yields the same assignment as the truthful profile. Finally, we conduct experiments to evaluate the quality of the equilibria that exist under the PS rule, finding that the vast majority of pure Nash equilibria yield social welfare that is at least that of the truthful profile.
Welfare Maximization in Fractional Hedonic Games
Aziz, Haris (NICTA and University of New South Wales) | Gaspers, Serge (NICTA and University of New South Wales) | Gudmundsson, Joachim (University of Sydney) | Mestre, Julian (University of Sydney) | Taubig, Hanjo (TU Munich)
We consider the computational complexity of computing welfare maximizing partitions for fractional hedonic games — a natural class of coalition formation games that can be succinctly represented by a graph. For such games, welfare maximizing partitions constitute desirable ways to cluster the vertices of the graph. We present both intractability results and approximation algorithms for computing welfare maximizing partitions.
Probabilistic Belief Contraction Using Argumentation
Chhogyal, Kinzang (Griffith University and Macquarie Unversity) | Nayak, Abhaya (Macquarie Univeristy) | Zhuang, Zhiqiang (Griffith University) | Sattar, Abdul (Griffith Unversity)
When a belief state is represented as a probability function P, the resulting belief state of the contraction of a sentence (belief) from the original belief state P can be given by the probabilistic version of the Harper Identity. Specifically, the result of contracting P by a sentence h is taken to be the mixture of two states: the original state P, and the resultant state P* ~h of revising P by the negation of h. What proportion of P and P* ~h should be used in this mixture remains an open issue and is largely ignored in literature. In this paper, we first classify different belief states by their stability, and then exploit the quantitative nature of probabilities and combine it with the basic ideas of argumentation theory to determine the mixture proportions. We, therefore, propose a novel approach to probabilistic belief contraction using argumentation.
Learning with Square Loss: Localization through Offset Rademacher Complexity
Liang, Tengyuan, Rakhlin, Alexander, Sridharan, Karthik
We consider regression with square loss and general classes of functions without the boundedness assumption. We introduce a notion of offset Rademacher complexity that provides a transparent way to study localization both in expectation and in high probability. For any (possibly non-convex) class, the excess loss of a two-step estimator is shown to be upper bounded by this offset complexity through a novel geometric inequality. In the convex case, the estimator reduces to an empirical risk minimizer. The method recovers the results of \citep{RakSriTsy15} for the bounded case while also providing guarantees without the boundedness assumption.