South America
An Automated Technique for Drafting Territories in the Board Game Risk
Gibson, Richard (University of Alberta) | Desai, Neesha (University of Alberta) | Zhao, Richard (University of Alberta)
In the standard rules of the board game Risk, players take turns selecting or "drafting" the 42 territories on the board until all territories are owned. We present a technique for drafting territories in Risk that combines the Monte Carlo tree search algorithm UCT with an automated evaluation function. Created through supervised machine learning, this function scores outcomes of drafts in order to shorten the length of a UCT simulation. Using this approach, we augment an existing bot for the computer game Lux Delux, a clone of Risk. Our drafting technique is shown to greatly improve performance against the strongest opponents supplied with Lux Delux. The evidence provided indicates that territory drafting is important to overall success in Risk.
NESVM: a Fast Gradient Method for Support Vector Machines
Zhou, Tianyi, Tao, Dacheng, Wu, Xindong
Support vector machines (SVMs) are invaluable tools for many practical applications in artificial intelligence, e.g., classification and event recognition. However, popular SVM solvers are not sufficiently efficient for applications with a great deal of samples as well as a large number of features. In this paper, thus, we present NESVM, a fast gradient SVM solver that can optimize various SVM models, e.g., classical SVM, linear programming SVM and least square SVM. Compared against SVM-Perf \cite{SVM_Perf}\cite{PerfML} (its convergence rate in solving the dual SVM is upper bounded by $\mathcal O(1/\sqrt{k})$, wherein $k$ is the number of iterations.) and Pegasos \cite{Pegasos} (online SVM that converges at rate $\mathcal O(1/k)$ for the primal SVM), NESVM achieves the optimal convergence rate at $\mathcal O(1/k^{2})$ and a linear time complexity. In particular, NESVM smoothes the non-differentiable hinge loss and $\ell_1$-norm in the primal SVM. Then the optimal gradient method without any line search is adopted to solve the optimization. In each iteration round, the current gradient and historical gradients are combined to determine the descent direction, while the Lipschitz constant determines the step size. Only two matrix-vector multiplications are required in each iteration round. Therefore, NESVM is more efficient than existing SVM solvers. In addition, NESVM is available for both linear and nonlinear kernels. We also propose "homotopy NESVM" to accelerate NESVM by dynamically decreasing the smooth parameter and using the continuation method. Our experiments on census income categorization, indoor/outdoor scene classification, event recognition and scene recognition suggest the efficiency and the effectiveness of NESVM. The MATLAB code of NESVM will be available on our website for further assessment.
A Minimum Relative Entropy Principle for Learning and Acting
This paper proposes a method to construct an adaptive agent that is universal with respect to a given class of experts, where each expert is designed specifically for a particular environment. This adaptive control problem is formalized as the problem of minimizing the relative entropy of the adaptive agent from the expert that is most suitable for the unknown environment. If the agent is a passive observer, then the optimal solution is the well-known Bayesian predictor. However, if the agent is active, then its past actions need to be treated as causal interventions on the I/O stream rather than normal probability conditions. Here it is shown that the solution to this new variational problem is given by a stochastic controller called the Bayesian control rule, which implements adaptive behavior as a mixture of experts. Furthermore, it is shown that under mild assumptions, the Bayesian control rule converges to the control law of the most suitable expert.
Interactive Learning Using Manifold Geometry
Eaton, Eric (Lockheed Martin Advanced Technology Laboratories) | Holness, Gary (Lockheed Martin Advanced Technology Laboratories) | McFarlane, Daniel (Lockheed Martin Advanced Technology Laboratories)
We present an interactive learning method that enables a user to iteratively refine a regression model. The user examines the output of the model, visualized as the vertical axis of a 2D scatterplot, and provides corrections by repositioning individual data instances to the correct output level. Each repositioned data instance acts as a control point for altering the learned model, using the geometry underlying the data. We capture the underlying structure of the data as a manifold, on which we compute a set of basis functions as the foundation for learning. Our results show that manifold-based interactive learning improves performance monotonically with each correction, outperforming alternative approaches.
Combining Human Reasoning and Machine Computation: Towards a Memetic Network Solution to Satisfiability
Farenzena, Daniel S. (The Federal University of Rio Grande do Sul) | Lamb, Luis C. (The Federal University of Rio Grande do Sul) | Araújo, Ricardo M. (Federal University of Pelotas)
We propose a framework where humans and computers can collaborate seamlessly to solve problems. We do so by developing and applying a network model, namely Memenets, where human knowledge and reasoning are combined with machine computation to achieve problem-solving. The development of a Memenet is done in three steps: first, we simulate a machine-only network, as previous results have shown that memenets are efficient problem-solvers. Then, we perform an experiment with human agents organized in a online network. This allows us to investigate human behavior while solving problems in a social network and to postulate principles of agent communication in Memenets. These postulates describe an initial theory of how human-computer interaction functions inside social networks. In the third stage, postulates of step two allow one to combine human and machine computation to propose an integrated Memenet-based problem-solving computing model.
Automatic Derivation of Finite-State Machines for Behavior Control
Bonet, Blai (Universidad Simon Bolivar) | Palacios, Hector (Universidad Simon Bolivar) | Geffner, Hector (Universidad Pompeu Fabra &)
Finite-state controllers represent an effective action selection mechanisms widely used in domains such as video-games and mobile robotics. In contrast to the policies obtained from MDPs and POMDPs, finite-state controllers have two advantages: they are often extremely compact, and they are general, applying to many problems and not just one. A limitation of finite-state controllers, on the other hand, is that they are written by hand. In this paper, we address this limitation, presenting a method for deriving controllers automatically from models. The models represent a class of contingent problems where actions are deterministic and some fluents are observable. The problem of deriving a controller is converted into a conformant problem that is solved using classical planners, taking advantage of a complete translation into classical planning introduced recently. The controllers derived are ‘general’ in the sense that they do not solve the original problem only, but many variations as well, including changes in the size of the problem or in the uncertainty of the initial situation and action effects. Several experiments illustrating the automatic derivation of controllers are presented.
Utilizing Context in Generative Bayesian Models for Linked Corpus
Kataria, Saurabh (Pennsylvania State University) | Mitra, Prasenjit (Pennsylvania State University) | Bhatia, Sumit (Pennsylvania State University)
In an interlinked corpus of documents, the context in which a citation appears provides extra information about the cited document. However, associating terms in the context to the cited document remains an open problem. We propose a novel document generation approach that statistically incorporates the context in which a document links to another document. We quantitatively show that the proposed generation scheme explains the linking phenomenon better than previous approaches. The context information along with the actual content of the document provides significant improvements over the previous approaches for various real world evaluation tasks such as link prediction and log-likelihood estimation on unseen content. The proposed method is more scalable to large collection of documents compared to the previous approaches.
Toward an Architecture for Never-Ending Language Learning
Carlson, Andrew (Carnegie Mellon University) | Betteridge, Justin (Carnegie Mellon University) | Kisiel, Bryan (Carnegie Mellon University) | Settles, Burr (Carnegie Mellon University) | Hruschka, Estevam R. (Federal University of Sao Carlos) | Mitchell, Tom M. (Carnegie Mellon University)
We consider here the problem of building a never-ending language learner; that is, an intelligent computer agent that runs forever and that each day must (1) extract, or read, information from the web to populate a growing structured knowledge base, and (2) learn to perform this task better than on the previous day. In particular, we propose an approach and a set of design principles for such an agent, describe a partial implementation of such a system that has already learned to extract a knowledge base containing over 242,000 beliefs with an estimated precision of 74% after running for 67 days, and discuss lessons learned from this preliminary attempt to build a never-ending learning agent.
Structured Parameter Elicitation
Ko, Li Ling (National University of Singapore) | Hsu, David (National University of Singapore) | Lee, Wee Sun (National University of Singapore) | Ong, Sylvie C. W. (National University of Singapore)
The behavior of a complex system often depends on parameters whose values are unknown in advance. To operate effectively, an autonomous agent must actively gather information on the parameter values while progressing towards its goal. We call this problem parameter elicitation. Partially observable Markov decision processes (POMDPs) provide a principled framework for such uncertainty planning tasks, but they suffer from high computational complexity. However, POMDPs for parameter elicitation often possess special structural properties, specifically, factorization and symmetry. This work identifies these properties and exploits them for efficient solution through a factored belief representation. The experimental results show that our new POMDP solvers outperform SARSOP and MOMDP, two of the fastest general-purpose POMDP solvers available, and can handle significantly larger problems.
Finite-State Controllers Based on Mealy Machines for Centralized and Decentralized POMDPs
Amato, Christopher (University of Massachusetts, Amherst) | Bonet, Blai (Universidad Simón Bolívar) | Zilberstein, Shlomo (University of Massachusetts, Amherst)
Existing controller-based approaches for centralized and decentralized POMDPs are based on automata with output known as Moore machines. In this paper, we show that several advantages can be gained by utilizing another type of automata, the Mealy machine. Mealy machines are more powerful than Moore machines, provide a richer structure that can be exploited by solution methods, and can be easily incorporated into current controller-based approaches. To demonstrate this, we adapted some existing controller-based algorithms to use Mealy machines and obtained results on a set of benchmark domains. The Mealy-based approach always outperformed the Moore-based approach and often outperformed the state-of-the-art algorithms for both centralized and decentralized POMDPs. These findings provide fresh and general insights for the improvement of existing algorithms and the development of new ones.