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On Triangulating Dynamic Graphical Models

arXiv.org Artificial Intelligence

This paper introduces new methodology to triangulate dynamic Bayesian networks (DBNs) and dynamic graphical models (DGMs). While most methods to triangulate such networks use some form of constrained elimination scheme based on properties of the underlying directed graph, we find it useful to view triangulation and elimination using properties only of the resulting undirected graph, obtained after the moralization step. We first briefly introduce the Graphical model toolkit (GMTK) and its notion of dynamic graphical models, one that slightly extends the standard notion of a DBN. We next introduce the 'boundary algorithm', a method to find the best boundary between partitions in a dynamic model. We find that using this algorithm, the notions of forward- and backward-interface become moot - namely, the size and fill-in of the best forward- and backward- interface are identical. Moreover, we observe that finding a good partition boundary allows for constrained elimination orders (and therefore graph triangulations) that are not possible using standard slice-by-slice constrained eliminations. More interestingly, with certain boundaries it is possible to obtain constrained elimination schemes that lie outside the space of possible triangulations using only unconstrained elimination. Lastly, we report triangulation results on invented graphs, standard DBNs from the literature, novel DBNs used in speech recognition research systems, and also random graphs. Using a number of different triangulation quality measures (max clique size, state-space, etc.), we find that with our boundary algorithm the triangulation quality can dramatically improve.


Game-Based Data Capture for Player Metrics

AAAI Conferences

Player metrics are an invaluable resource for game designers and QA analysts who wish to understand players, monitor and improve game play, and test design hypotheses. Usually such metrics are collected in a straightforward manner by passively recording players; however, such an approach has several potential drawbacks. First, passive recording might fail to record metrics which correspond to an infrequent player behavior. Secondly, passive recording can be a costly, laborious, and memory intensive process, even with the aid of tools. In this paper, we explore the potential for an active approach to player metric collection which strives to collect data more efficiently, and thus with less cost. We use an online, iterative approach which models the relationship between player metrics and in-game situations probabilistically using a Markov Decision Process (MDP) and solves it for the best game configurations to run. To analyze the benefits and limitations of this approach, we implemented a system, called GAMELAB, for recording player metrics in Second Life.


Kiting in RTS Games Using Influence Maps

AAAI Conferences

Influence Maps have been successfully used in controlling the navigation of multiple units. In this paper, we apply the idea to the problem of simulating a kiting behavior (also known as ¨attack and flee'¨) in the context of real-time strategy (RTS) games. We present our approach and evaluate it in the popular RTS game StarCraft, where we analyze the benefits that our approach brings to a StarCraft playing bot.


Link Prediction in Graphs with Autoregressive Features

arXiv.org Machine Learning

In the paper, we consider the problem of link prediction in time-evolving graphs. We assume that certain graph features, such as the node degree, follow a vector autoregressive (VAR) model and we propose to use this information to improve the accuracy of prediction. Our strategy involves a joint optimization procedure over the space of adjacency matrices and VAR matrices which takes into account both sparsity and low rank properties of the matrices. Oracle inequalities are derived and illustrate the trade-offs in the choice of smoothing parameters when modeling the joint effect of sparsity and low rank property. The estimate is computed efficiently using proximal methods through a generalized forward-backward agorithm.


Fast Planar Correlation Clustering for Image Segmentation

arXiv.org Machine Learning

We describe a new optimization scheme for finding high-quality correlation clusterings in planar graphs that uses weighted perfect matching as a subroutine. Our method provides lower-bounds on the energy of the optimal correlation clustering that are typically fast to compute and tight in practice. We demonstrate our algorithm on the problem of image segmentation where this approach outperforms existing global optimization techniques in minimizing the objective and is competitive with the state of the art in producing high-quality segmentations.


Nonlinear spectral unmixing of hyperspectral images using Gaussian processes

arXiv.org Machine Learning

This paper presents an unsupervised algorithm for nonlinear unmixing of hyperspectral images. The proposed model assumes that the pixel reflectances result from a nonlinear function of the abundance vectors associated with the pure spectral components. We assume that the spectral signatures of the pure components and the nonlinear function are unknown. The first step of the proposed method consists of the Bayesian estimation of the abundance vectors for all the image pixels and the nonlinear function relating the abundance vectors to the observations. The endmembers are subsequently estimated using Gaussian process regression. The performance of the unmixing strategy is evaluated with simulations conducted on synthetic and real data.


Applying Automated Language Translation at a Global Enterprise Level

AAAI Conferences

In 2007 we presented a paper that described the application of Natural Language Processing (NLP) and Machine Translation (MT) for the automated translation of process build instructions from English to other languages to support Ford’s assembly plants in non-English speaking countries. This project has continued to evolve with the addition of new languages and improvements to the translation process. However, we discovered that there was a large demand for automated language translation across all of Ford Motor Company and we decided to expand the scope of our project to address these requirements. This paper will describe our efforts to meet all of Ford’s internal translation requirements with AI and MT technology and focus on the challenges and lessons that we learned from applying advanced technology across an entire corporation.


Ordered Completion for Logic Programs with Aggregates

AAAI Conferences

Hence, we are mainly In the last three decades, Answer Set Programming (ASP) focused on (anti)monotone aggregates. Even for this case, has emerged as a predominant declarative programming the task is still very complicated as aggregate atoms, on one paradigm in the area of knowledge representation and logic hand, can express some features of existential quantifiers, programming (Baral 2003). One of the main focuses of recent and on the other hand, contribute to the loops (Chen et al. advances in ASP is first-order answer set programming 2006; Lee and Meng 2009) of the program.


Making Reasonable Assumptions to Plan with Incomplete Information: Abridged Report

AAAI Conferences

Many practical planning problems necessitate the generation of a plan under incomplete information about the state of the world. In this paper we propose the notion of Assumption-Based Planning. Unlike conformant planning, which attempts to find a plan under all possible completions of the initial state, an assumption-based plan supports the assertion of additional assumptions about the state of the world, simplifying the planning problem. In many practical settings, such plans can be of higher quality than conformant plans. We formalize the notion of assumption-based planning, establishing a relationship between assumption-based and conformant planning, and prove properties of such plans. We further provide for the scenario where some assumptions are more preferred than others. Exploiting the correspondence with conformant planning, we propose a means of computing assumption-based plans via a translation to classical planning. Our translation is an extension of the popular approach proposed by Palacios and Geffner and realized in their T0 planner. We have implemented our planner, A0, as a variant of T0 and tested it on a number of expository domains drawn from the International Planning Competition. Our results illustrate the utility of this new planning paradigm.


POMDPs Make Better Hackers: Accounting for Uncertainty in Penetration Testing

AAAI Conferences

Penetration Testing is a methodology for assessing network security, by generating and executing possible hacking attacks. Doing so automatically allows for regular and systematic testing. A key question is how to generate the attacks. This is naturally formulated as planning under uncertainty, i.e., under incomplete knowledge about the network configuration. Previous work uses classical planning, and requires costly pre-processes reducing this uncertainty by extensive application of scanning methods. By contrast, we herein model the attack planning problem in terms of partially observable Markov decision processes (POMDP). This allows to reason about the knowledge available, and to intelligently employ scanning actions as part of the attack. As one would expect, this accurate solution does not scale. We devise a method that relies on POMDPs to find good attacks on individual machines, which are then composed into an attack on the network as a whole. This decomposition exploits network structure to the extent possible, making targeted approximations (only) where needed. Evaluating this method on a suitably adapted industrial test suite, we demonstrate its effectiveness in both runtime and solution quality.