Oceania
Possible and Necessary Winners of Partial Tournaments
Aziz, Haris, Brill, Markus, Fischer, Felix, Harrenstein, Paul, Lang, Jerome, Seedig, Hans Georg
We study the problem of computing possible and necessary winners for partially specified weighted and unweighted tournaments. This problem arises naturally in elections with incompletely specified votes, partially completed sports competitions, and more generally in any scenario where the outcome of some pairwise comparisons is not yet fully known. We specifically consider a number of well-known solution concepts---including the uncovered set, Borda, ranked pairs, and maximin---and show that for most of them, possible and necessary winners can be identified in polynomial time. These positive algorithmic results stand in sharp contrast to earlier results concerning possible and necessary winners given partially specified preference profiles.
The Rationale behind the Concept of Goal
Governatori, Guido, Olivieri, Francesco, Scannapieco, Simone, Rotolo, Antonino, Cristani, Matteo
The paper proposes a fresh look at the concept of goal and advances that motivational attitudes like desire, goal and intention are just facets of the broader notion of (acceptable) outcome. We propose to encode the preferences of an agent as sequences of "alternative acceptable outcomes". We then study how the agent's beliefs and norms can be used to filter the mental attitudes out of the sequences of alternative acceptable outcomes. Finally, we formalise such intuitions in a novel Modal Defeasible Logic and we prove that the resulting formalisation is computationally feasible.
Near-Optimal Active Learning of Multi-Output Gaussian Processes
Zhang, Yehong, Hoang, Trong Nghia, Low, Kian Hsiang, Kankanhalli, Mohan
This paper addresses the problem of active learning of a multi-output Gaussian process (MOGP) model representing multiple types of coexisting correlated environmental phenomena. In contrast to existing works, our active learning problem involves selecting not just the most informative sampling locations to be observed but also the types of measurements at each selected location for minimizing the predictive uncertainty (i.e., posterior joint entropy) of a target phenomenon of interest given a sampling budget. Unfortunately, such an entropy criterion scales poorly in the numbers of candidate sampling locations and selected observations when optimized. To resolve this issue, we first exploit a structure common to sparse MOGP models for deriving a novel active learning criterion. Then, we exploit a relaxed form of submodularity property of our new criterion for devising a polynomial-time approximation algorithm that guarantees a constant-factor approximation of that achieved by the optimal set of selected observations. Empirical evaluation on real-world datasets shows that our proposed approach outperforms existing algorithms for active learning of MOGP and single-output GP models.
Continuing Plan Quality Optimisation
Siddiqui, Fazlul Hasan, Haslum, Patrik
Finding high quality plans for large planning problems is hard. Although some current anytime planners are often able to improve plans quickly, they tend to reach a limit at which the plans produced are still very far from the best possible, but these planners fail to find any further improvement, even when given several hours of runtime. We present an approach to continuing plan quality optimisation at larger time scales, and its implementation in a system called BDPO2. Key to this approach is a decomposition into subproblems of improving parts of the current best plan. The decomposition is based on block deordering, a form of plan deordering which identifies hierarchical plan structure. BDPO2 can be seen as an application of the large neighbourhood search (LNS) local search strategy to planning, where the neighbourhood of a plan is defined by replacing one or more subplans with improved subplans. On-line learning is also used to adapt the strategy for selecting subplans and subplanners over the course of plan optimisation. Even starting from the best plans found by other means, BDPO2 is able to continue improving plan quality, often producing better plans than other anytime planners when all are given enough runtime. The best results, however, are achieved by a combination of different techniques working together.
PAGOdA: Pay-As-You-Go Ontology Query Answering Using a Datalog Reasoner
Zhou, Yujiao, Cuenca Grau, Bernardo, Nenov, Yavor, Kaminski, Mark, Horrocks, Ian
Answering conjunctive queries over ontology-enriched datasets is a core reasoning task for many applications. Query answering is, however, computationally very expensive, which has led to the development of query answering procedures that sacrifice either expressive power of the ontology language, or the completeness of query answers in order to improve scalability. In this paper, we describe a hybrid approach to query answering over OWL 2 ontologies that combines a datalog reasoner with a fully-fledged OWL 2 reasoner in order to provide scalable `pay-as-you-go' performance. The key feature of our approach is that it delegates the bulk of the computation to the datalog reasoner and resorts to expensive OWL 2 reasoning only as necessary to fully answer the query. Furthermore, although our main goal is to efficiently answer queries over OWL 2 ontologies and data, our technical results are very general and our approach is applicable to first-order knowledge representation languages that can be captured by rules allowing for existential quantification and disjunction in the head; our only assumption is the availability of a datalog reasoner and a fully-fledged reasoner for the language of interest, both of which are used as `black boxes'. We have implemented our techniques in the PAGOdA system, which combines the datalog reasoner RDFox and the OWL 2 reasoner HermiT. Our extensive evaluation shows that PAGOdA succeeds in providing scalable pay-as-you-go query answering for a wide range of OWL 2 ontologies, datasets and queries.
Cognitive Assistants for Document-Related Tasks in Law and Government
Branting, Luther Karl (The MITRE Corporation)
The legal relationship between government and citizens is mediated by documents. This paper identifies four classes of cognitive assistants that could improve the experience of citizens and government officials in using and understanding government documents: self-filling forms; error-detecting forms; proactive information search; and deductive document synthesis. Each of these classes of cognitive assistants has the potential to significantly improve access to justice and delivery of information, services, and other benefits to citizens by improving the ability of citizens to understand and correctly fill out forms and to comprehend informational documents.
Predicting Purchase Decisions in Mobile Free-to-Play Games
Sifa, Rafet (Fraunhofer IAIS) | Hadiji, Fabian (TU Dortmund, goedle.io) | Runge, Julian (Wooga GmbH) | Drachen, Anders (Aalborg University) | Kersting, Kristian (TU Dortmund) | Bauckhage, Christian (Fraunhofer IAIS)
Mobile digital games are dominantly released under the freemium business model, but only a small fraction of the players makes any purchases. The ability to predict who will make a purchase enables optimization of marketing efforts, and tailoring customer relationship management to the specific user's profile. Here this challenge is addressed via two models for predicting purchasing players, using a 100,000 player dataset: 1) A classification model focused on predicting whether a purchase will occur or not. 2) a regression model focused on predicting the number of purchases a user will make. Both models are presented within a decision and regression tree framework for building rules that are actionable by companies. To the best of our knowledge, this is the first study investigating purchase decisions in freemium mobile products from a user behavior perspective and adopting behavior-driven learning approaches to this problem.
Path Planning with Inventory-Driven Jump-Point-Search
Aversa, Davide (Sapienza University of Rome) | Sardina, Sebastian (RMIT University of Melbourne) | Vassos, Stavros (Sapienza University of Rome)
In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in videogames, in which a character may need to acquire a certain object (i.e., a key or a flying suit) to be able to traverse specific locations (e.g., doors or high walls). In order for non-player characters to handle such scenarios we present InvJPS, an “inventory-driven” pathfinding approach based on the highly successful grid-based Jump-Point-Search (JPS) algorithm. We show, formally and experimentally, that the InvJPS preserves JPS’s optimality guarantees and its symmetry breaking advantages in inventory-based variants of game maps.
The Effect of Text Length in Crowdsourced Multiple Choice Questions
Luger, Sarah K. K. (University of Edinburgh)
Automated systems that aid in the development of Multiple Choice Questions (MCQs) have value for both educators, who spend large amounts of time creating novel questions, and students, who spend a great deal of effort both practicing for and taking tests. The current approach for measuring question difficulty in MCQs relies on models of how good pupils will perform and contrasts that with their lower-performing peers. MCQs can be difficult in many ways. This paper looks specifically at the effect of both the number of words in the question stem and in the answer options on question difficulty. This work is based on the hypothesis that questions are more difficult if the stem of the question and the answer options are semantically far apart. This hypothesis can be normalized, in part, with an analysis of the length of texts being compared. The MCQs used in the experiments were voluntarily authored by university students in biology courses. Future work includes additional experiments utilizing other aspects of this extensive crowdsourced data set.
Proposal of Grade Training Method in Private Crowdsourcing System
Ashikawa, Masayuki (Toshiba Corporation) | Kawamura, Takahiro (Toshiba Corporation) | Ohsuga, Akihiko (University of Electro-Communications)
Current crowdsourcing platforms such as Amazon Mechanical Turk provide an attractive solution for processing of high-volume tasks at low cost. However, problems of quality control remain a major concern. We developed a private crowdsourcing system (PCSS) running in a intranetwork, that allow us to devise for quality control methods. In the present work, we designed a novel task allocation method to improve accuracy of task results in PCSS. PCSS analyzed relations between tasks from workers' behavior using Bayesian network, then created learning tasks according to analyzed relations. PCSS increased quality of task results by allocating learning tasks to workers before processing difficult tasks. PCSS created 8 learning tasks automatically for 2 target task categories and increased accuracy of task results by 10.77 point on average. We found that creating learning tasks according to analyzed relations is a practical method to improve the quality of workers.