Oceania
General Game Playing
Genesereth, Michael, Thielscher, Michael
General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at "runtime" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player. GGP is an interesting application in its own right. It is intellectually engaging and more than a little fun.
Text-Based Twitter User Geolocation Prediction
Han, B., Cook, P., Baldwin, T.
Geographical location is vital to geospatial applications like local search and event detection. In this paper, we investigate and improve on the task of text-based geolocation prediction of Twitter users. Previous studies on this topic have typically assumed that geographical references (e.g., gazetteer terms, dialectal words) in a text are indicative of its authors location. However, these references are often buried in informal, ungrammatical, and multilingual data, and are therefore non-trivial to identify and exploit. We present an integrated geolocation prediction framework and investigate what factors impact on prediction accuracy. First, we evaluate a range of feature selection methods to obtain location indicative words. We then evaluate the impact of non-geotagged tweets, language, and user-declared metadata on geolocation prediction. In addition, we evaluate the impact of temporal variance on model generalisation, and discuss how users differ in terms of their geolocatability. We achieve state-of-the-art results for the text-based Twitter user geolocation task, and also provide the most extensive exploration of the task to date. Our findings provide valuable insights into the design of robust, practical text-based geolocation prediction systems.
Multi-Shot Person Re-Identification via Relational Stein Divergence
Alavi, Azadeh, Yang, Yan, Harandi, Mehrtash, Sanderson, Conrad
Person re-identification is particularly challenging due to significant appearance changes across separate camera views. In order to re-identify people, a representative human signature should effectively handle differences in illumination, pose and camera parameters. While general appearance-based methods are modelled in Euclidean spaces, it has been argued that some applications in image and video analysis are better modelled via non-Euclidean manifold geometry. To this end, recent approaches represent images as covariance matrices, and interpret such matrices as points on Riemannian manifolds. As direct classification on such manifolds can be difficult, in this paper we propose to represent each manifold point as a vector of similarities to class representers, via a recently introduced form of Bregman matrix divergence known as the Stein divergence. This is followed by using a discriminative mapping of similarity vectors for final classification. The use of similarity vectors is in contrast to the traditional approach of embedding manifolds into tangent spaces, which can suffer from representing the manifold structure inaccurately. Comparative evaluations on benchmark ETHZ and iLIDS datasets for the person re-identification task show that the proposed approach obtains better performance than recent techniques such as Histogram Plus Epitome, Partial Least Squares, and Symmetry-Driven Accumulation of Local Features.
Random Projections on Manifolds of Symmetric Positive Definite Matrices for Image Classification
Alavi, Azadeh, Wiliem, Arnold, Zhao, Kun, Lovell, Brian C., Sanderson, Conrad
Recent advances suggest that encoding images through Symmetric Positive Definite (SPD) matrices and then interpreting such matrices as points on Riemannian manifolds can lead to increased classification performance. Taking into account manifold geometry is typically done via (1) embedding the manifolds in tangent spaces, or (2) embedding into Reproducing Kernel Hilbert Spaces (RKHS). While embedding into tangent spaces allows the use of existing Euclidean-based learning algorithms, manifold shape is only approximated which can cause loss of discriminatory information. The RKHS approach retains more of the manifold structure, but may require non-trivial effort to kernelise Euclidean-based learning algorithms. In contrast to the above approaches, in this paper we offer a novel solution that allows SPD matrices to be used with unmodified Euclidean-based learning algorithms, with the true manifold shape well-preserved. Specifically, we propose to project SPD matrices using a set of random projection hyperplanes over RKHS into a random projection space, which leads to representing each matrix as a vector of projection coefficients. Experiments on face recognition, person re-identification and texture classification show that the proposed approach outperforms several recent methods, such as Tensor Sparse Coding, Histogram Plus Epitome, Riemannian Locality Preserving Projection and Relational Divergence Classification.
Matching Image Sets via Adaptive Multi Convex Hull
Chen, Shaokang, Wiliem, Arnold, Sanderson, Conrad, Lovell, Brian C.
Traditional nearest points methods use all the samples in an image set to construct a single convex or affine hull model for classification. However, strong artificial features and noisy data may be generated from combinations of training samples when significant intra-class variations and/or noise occur in the image set. Existing multi-model approaches extract local models by clustering each image set individually only once, with fixed clusters used for matching with various image sets. This may not be optimal for discrimination, as undesirable environmental conditions (eg. illumination and pose variations) may result in the two closest clusters representing different characteristics of an object (eg. frontal face being compared to non-frontal face). To address the above problem, we propose a novel approach to enhance nearest points based methods by integrating affine/convex hull classification with an adapted multi-model approach. We first extract multiple local convex hulls from a query image set via maximum margin clustering to diminish the artificial variations and constrain the noise in local convex hulls. We then propose adaptive reference clustering (ARC) to constrain the clustering of each gallery image set by forcing the clusters to have resemblance to the clusters in the query image set. By applying ARC, noisy clusters in the query set can be discarded. Experiments on Honda, MoBo and ETH-80 datasets show that the proposed method outperforms single model approaches and other recent techniques, such as Sparse Approximated Nearest Points, Mutual Subspace Method and Manifold Discriminant Analysis.
Object Tracking via Non-Euclidean Geometry: A Grassmann Approach
Shirazi, Sareh, Harandi, Mehrtash T., Lovell, Brian C., Sanderson, Conrad
A robust visual tracking system requires an object appearance model that is able to handle occlusion, pose, and illumination variations in the video stream. This can be difficult to accomplish when the model is trained using only a single image. In this paper, we first propose a tracking approach based on affine subspaces (constructed from several images) which are able to accommodate the abovementioned variations. We use affine subspaces not only to represent the object, but also the candidate areas that the object may occupy. We furthermore propose a novel approach to measure affine subspace-to-subspace distance via the use of non-Euclidean geometry of Grassmann manifolds. The tracking problem is then considered as an inference task in a Markov Chain Monte Carlo framework via particle filtering. Quantitative evaluation on challenging video sequences indicates that the proposed approach obtains considerably better performance than several recent state-of-the-art methods such as Tracking-Learning-Detection and MILtrack.
Efficient HEX-Program Evaluation Based on Unfounded Sets
Eiter, T., Fink, M., Krennwallner, T., Redl, C., Schüller, P.
HEX-programs extend logic programs under the answer set semantics with external computations through external atoms. As reasoning from ground Horn programs with nonmonotonic external atoms of polynomial complexity is already on the second level of the polynomial hierarchy, minimality checking of answer set candidates needs special attention. To this end, we present an approach based on unfounded sets as a generalization of related techniques for ASP programs. The unfounded set detection is expressed as a propositional SAT problem, for which we provide two different encodings and optimizations to them. We then integrate our approach into a previously developed evaluation framework for HEX-programs, which is enriched by additional learning techniques that aim at avoiding the reconstruction of the same or related unfounded sets. Furthermore, we provide a syntactic criterion that allows one to skip the minimality check in many cases. An experimental evaluation shows that the new approach significantly decreases runtime.
Towards Ultra Rapid Restarts
We observe a trend regarding restart strategies used in SAT solvers. A few years ago, most state-of-the-art solvers restarted on average after a few thousands of backtracks. Currently, restarting after a dozen backtracks results in much better performance. The main reason for this trend is that heuristics and data structures have become more restart-friendly. We expect further continuation of this trend, so future SAT solvers will restart even more rapidly. Additionally, we present experimental results to support our observations.
Representing and Reasoning About the Rules of General Games With Imperfect Information
A general game player is a system that can play previously unknown games just by being given their rules. For this purpose, the Game Description Language (GDL) has been developed as a high-level knowledge representation formalism to communicate game rules to players. In this paper, we address a fundamental limitation of state-of-the-art methods and systems for General Game Playing, namely, their being confined to deterministic games with complete information about the game state. We develop a simple yet expressive extension of standard GDL that allows for formalising the rules of arbitrary finite, n-player games with randomness and incomplete state knowledge. In the second part of the paper, we address the intricate reasoning challenge for general game-playing systems that comes with the new description language. We develop a full embedding of extended GDL into the Situation Calculus augmented by Scherl and Levesque's knowledge fluent. We formally prove that this provides a sound and complete reasoning method for players' knowledge about game states as well as about the knowledge of the other players.
Robustness and Stability in Constraint Programming under Dynamism and Uncertainty
Climent, L., Wallace, R. J., Salido, M. A., Barber, F.
Many real life problems that can be solved by constraint programming, come from uncertain and dynamic environments. Because of the dynamism, the original problem may change over time, and thus the solution found for the original problem may become invalid. For this reason, dealing with such problems has become an important issue in the fields of constraint programming. In some cases, there exist extant knowledge about the uncertain and dynamic environment. In other cases, this information is fragmentary or unknown. In this paper, we extend the concept of robustness and stability for Constraint Satisfaction Problems (CSPs) with ordered domains, where only limited assumptions need to be made as to possible changes. We present a search algorithm that searches for both robust and stable solutions for CSPs of this nature. It is well-known that meeting both criteria simultaneously is a desirable objective for constraint solving in uncertain and dynamic environments. We also present compelling evidence that our search algorithm outperforms other general-purpose algorithms for dynamic CSPs using random instances and benchmarks derived from real life problems.