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Improving Delete Relaxation Heuristics Through Explicitly Represented Conjunctions

Journal of Artificial Intelligence Research

Heuristic functions based on the delete relaxation compute upper and lower bounds on the optimal delete-relaxation heuristic h+, and are of paramount importance in both optimal and satisficing planning. Here we introduce a principled and flexible technique for improving h+, by augmenting delete-relaxed planning tasks with a limited amount of delete information. This is done by introducing special fluents that explicitly represent conjunctions of fluents in the original planning task, rendering h+ the perfect heuristic h* in the limit. Previous work has introduced a method in which the growth of the task is potentially exponential in the number of conjunctions introduced. We formulate an alternative technique relying on conditional effects, limiting the growth of the task to be linear in this number. We show that this method still renders h+ the perfect heuristic h* in the limit. We propose techniques to find an informative set of conjunctions to be introduced in different settings, and analyze and extend existing methods for lower-bounding and upper-bounding h+ in the presence of conditional effects. We evaluate the resulting heuristic functions empirically on a set of IPC benchmarks, and show that they are sometimes much more informative than standard delete-relaxation heuristics.


Transductive Learning for Multi-Task Copula Processes

arXiv.org Machine Learning

We tackle the problem of multi-task learning with copula process. Multivariable prediction in spatial and spatial-temporal processes such as natural resource estimation and pollution monitoring have been typically addressed using techniques based on Gaussian processes and co-Kriging. While the Gaussian prior assumption is convenient from analytical and computational perspectives, nature is dominated by non-Gaussian likelihoods. Copula processes are an elegant and flexible solution to handle various non-Gaussian likelihoods by capturing the dependence structure of random variables with cumulative distribution functions rather than their marginals. We show how multi-task learning for copula processes can be used to improve multivari-able prediction for problems where the simple Gaussianity prior assumption does not hold. Then, we present a trans-ductive approximation for multi-task learning and derive analytical expressions for the copula process model. The approach is evaluated and compared to other techniques in one artificial dataset and two publicly available datasets for natural resource estimation and concrete slump prediction.


Evolutionary Search in the Space of Rules for Creation of New Two-Player Board Games

arXiv.org Artificial Intelligence

Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we present an evolutionary strategy based solution towards the automatic generation of two player board games. To guide the evolutionary process towards games, which are entertaining, we propose a set of metrics. These metrics are based upon different theories of entertainment in computer games. This work also compares the entertainment value of the evolved games with the existing popular board based games. Further to verify the entertainment value of the evolved games with the entertainment value of the human user a human user survey is conducted. In addition to the user survey we check the learnability of the evolved games using an artificial neural network based controller. The proposed metrics and the evolutionary process can be employed for generating new and entertaining board games, provided an initial search space is given to the evolutionary algorithm.


Military Simulator - A Case Study of Behaviour Tree and Unity based architecture

arXiv.org Artificial Intelligence

In this paper we show how the combination of Behaviour Tree and Utility Based AI architecture can be used to design more realistic bots for Military Simulators. In this work, we have designed a mathematical model of a simulator system which in turn helps in analyzing the results and finding out the various spaces on which our favorable situation might exist, this is done geometrically. In the mathematical model, we have explained the matrix formation and its significance followed up in dynamic programming approach we explained the possible graph formation which will led improvisation of AI, latter we explained the possible geometrical structure of the matrix operations and its impact on a particular decision, we also explained the conditions under which it tend to fail along with a possible solution in future works.


How Hard Is It to Control an Election by Breaking Ties?

arXiv.org Artificial Intelligence

We study the computational complexity of controlling the result of an election by breaking ties strategically. This problem is equivalent to the problem of deciding the winner of an election under parallel universes tie-breaking. When the chair of the election is only asked to break ties to choose between one of the co-winners, the problem is trivially easy. However, in multi-round elections, we prove that it can be NP-hard for the chair to compute how to break ties to ensure a given result. Additionally, we show that the form of the tie-breaking function can increase the opportunities for control. Indeed, we prove that it can be NP-hard to control an election by breaking ties even with a two-stage voting rule.


The Computational Impact of Partial Votes on Strategic Voting

arXiv.org Artificial Intelligence

In many real world elections, agents are not required to rank all candidates. We study three of the most common methods used to modify voting rules to deal with such partial votes. These methods modify scoring rules (like the Borda count), elimination style rules (like single transferable vote) and rules based on the tournament graph (like Copeland) respectively. We argue that with an elimination style voting rule like single transferable vote, partial voting does not change the situations where strategic voting is possible. However, with scoring rules and rules based on the tournament graph, partial voting can increase the situations where strategic voting is possible. As a consequence, the computational complexity of computing a strategic vote can change. For example, with Borda count, the complexity of computing a strategic vote can decrease or stay the same depending on how we score partial votes.


Knowledge Forgetting in Answer Set Programming

Journal of Artificial Intelligence Research

The ability of discarding or hiding irrelevant information has been recognized as an important feature for knowledge based systems, including answer set programming. The notion of strong equivalence in answer set programming plays an important role for different problems as it gives rise to a substitution principle and amounts to knowledge equivalence of logic programs. In this paper, we uniformly propose a semantic knowledge forgetting, called HT- and FLP-forgetting, for logic programs under stable model and FLP-stable model semantics, respectively. Our proposed knowledge forgetting discards exactly the knowledge of a logic program which is relevant to forgotten variables. Thus it preserves strong equivalence in the sense that strongly equivalent logic programs will remain strongly equivalent after forgetting the same variables. We show that this semantic forgetting result is always expressible; and we prove a representation theorem stating that the HT- and FLP-forgetting can be precisely characterized by Zhang-Zhou's four forgetting postulates under the HT- and FLP-model semantics, respectively. We also reveal underlying connections between the proposed forgetting and the forgetting of propositional logic, and provide complexity results for decision problems in relation to the forgetting. An application of the proposed forgetting is also considered in a conflict solving scenario.


Kaggle LSHTC4 Winning Solution

arXiv.org Artificial Intelligence

Our winning submission to the 2014 Kaggle competition for Large Scale Hierarchical Text Classification (LSHTC) consists mostly of an ensemble of sparse generative models extending Multinomial Naive Bayes. The base-classifiers consist of hierarchically smoothed models combining document, label, and hierarchy level Multinomials, with feature pre-processing using variants of TF-IDF and BM25. Additional diversification is introduced by different types of folds and random search optimization for different measures. The ensemble algorithm optimizes macroFscore by predicting the documents for each label, instead of the usual prediction of labels per document. Scores for documents are predicted by weighted voting of base-classifier outputs with a variant of Feature-Weighted Linear Stacking. The number of documents per label is chosen using label priors and thresholding of vote scores. This document describes the models and software used to build our solution. Reproducing the results for our solution can be done by running the scripts included in the Kaggle package. A package omitting precomputed result files is also distributed. All code is open source, released under GNU GPL 2.0, and GPL 3.0 for Weka and Meka dependencies.


General Game Playing

Morgan & Claypool Publishers

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

Journal of Artificial Intelligence Research

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.