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Recognizing Multi-Agent Activities from GPS Data

AAAI Conferences

Recent research has shown that surprisingly rich models of human behavior can be learned from GPS (positional) data. However, most research to date has concentrated on modeling single individuals or aggregate statistical properties of groups of people. Given noisy real-world GPS data, we---in contrast---consider the problem of modeling and recognizing activities that involve multiple related individuals playing a variety of roles. Our test domain is the game of capture the flag---an outdoor game that involves many distinct cooperative and competitive joint activities. We model the domain using Markov logic, a statistical relational language, and learn a theory that jointly denoises the data and infers occurrences of high-level activities, such as capturing a player. Our model combines constraints imposed by the geometry of the game area, the motion model of the players, and by the rules and dynamics of the game in a probabilistically and logically sound fashion. We show that while it may be impossible to directly detect a multi-agent activity due to sensor noise or malfunction, the occurrence of the activity can still be inferred by considering both its impact on the future behaviors of the people involved as well as the events that could have preceded it. We compare our unified approach with three alternatives (both probabilistic and nonprobabilistic) where either the denoising of the GPS data and the detection of the high-level activities are strictly separated, or the states of the players are not considered, or both. We show that the unified approach with the time window spanning the entire game, although more computationally costly, is significantly more accurate.


Properties of Bayesian Dirichlet Scores to Learn Bayesian Network Structures

AAAI Conferences

As we see later, the mathematical derivations are more elaborate A Bayesian network is a probabilistic graphical model that than those recently introduced for BIC and AIC criteria relies on a structured dependency among random variables (de Campos, Zeng, and Ji 2009), and the reduction in the to represent a joint probability distribution in a compact and search space and cache size are less effective when priors efficient manner. It is composed by a directed acyclic graph are strong, but still relevant. This is expected, as the BIC (DAG) where nodes are associated to random variables and score is known to penalize complex graphs more than BD conditional probability distributions are defined for variables scores do. We show that the search space can be reduced given their parents in the graph. Learning the graph (or without losing the global optimality guarantee and that the structure) of these networks from data is one of the most memory requirements are small in many practical cases.


Learning from Concept Drifting Data Streams with Unlabeled Data

AAAI Conferences

Contrary to the previous beliefs that all arrived streaming data are labeled and the class labels are immediately availa- ble, we propose a Semi-supervised classification algorithm for data streams with concept drifts and UNlabeled data, called SUN. SUN is based on an evolved decision tree. In terms of deviation between history concept clusters and new ones generated by a developed clustering algorithm of k-Modes, concept drifts are distinguished from noise at leaves. Extensive studies on both synthetic and real data demonstrate that SUN performs well compared to several known online algorithms on unlabeled data. A conclusion is hence drawn that a feasible reference framework is provided for tackling concept drifting data streams with unlabeled data.


Multi-Label Learning with Weak Label

AAAI Conferences

Multi-label learning deals with data associated with multiple labels simultaneously. Previous work on multi-label learning assumes that for each instance, the โ€œfullโ€ label set associated with each training instance is given by users. In many applications, however, to get the full label set for each instance is difficult and only a โ€œpartialโ€ set of labels is available. In such cases, the appearance of a label means that the instance is associated with this label, while the absence of a label does not imply that this label is not proper for the instance. We call this kind of problem โ€œweak labelโ€ problem. In this paper, we propose the WELL (WEak Label Learning) method to solve the weak label problem. We consider that the classification boundary for each label should go across low density regions, and that each label generally has much smaller number of positive examples than negative examples. The objective is formulated as a convex optimization problem which can be solved efficiently. Moreover, we exploit the correlation between labels by assuming that there is a group of low-rank base similarities, and the appropriate similarities between instances for different labels can be derived from these base similarities. Experiments validate the performance of WELL.


Coalitional Structure Generation in Skill Games

AAAI Conferences

We consider optimizing the coalition structure in Coalitional Skill Games (CSGs), a succinct representation of coalitional games. In CSGs, the value of a coalition depends on the tasks its members can achieve. The tasks require various skills to complete them, and agents may have different skill sets. The optimal coalition structure is a partition of the agents to coalitions, that maximizes the sum of utilities obtained by the coalitions. We show that CSGs can represent any characteristic function, and consider optimal coalition structure generation in this representation. We provide hardness results, showing that in general CSGs, as well as in very restricted versions of them, computing the optimal coalition structure is hard. On the positive side, we show that the problem can be reformulated as constraint satisfaction on a hyper graph, and present an algorithm that finds the optimal coalition structure in polynomial time for instances with bounded tree-width and number of tasks.


A Proof-Producing CSP Solver

AAAI Conferences

PCS is a CSP solver that can produce a machine-checkable deductive proof in case it decides that the input problem is unsatisfiable. The roots of the proof may be nonclausal constraints, whereas the rest of the proof is based on resolution of signed clauses, ending with the empty clause. PCS uses parameterized, constraint-specific inference rules in order to bridge between the nonclausal and the clausal parts of the proof. The consequent of each such rule is a signed clause that is 1) logically implied by the nonclausal premise, and 2) strong enough to be the premise of the consecutive proof steps. The resolution process itself is integrated in the learning mechanism, and can be seen as a generalization to CSP of a similar solution that is adopted by competitive SAT solvers.


Learning Spatial-Temporal Varying Graphs with Applications to Climate Data Analysis

AAAI Conferences

An important challenge in understanding climate change is to uncover the dependency relationships between various climate observations and forcing factors. Graphical lasso, a recently proposed L 1 penalty based structure learning algorithm, has been proven successful for learning underlying dependency structures for the data drawn from a multivariate Gaussian distribution. However, climatological data often turn out to be non-Gaussian, e.g. cloud cover, precipitation, etc. In this paper, we examine nonparametric learning methods to address this challenge. In particular, we develop a methodology to learn dynamic graph structures from spatial-temporal data so that the graph structures at adjacent time or locations are similar. Experimental results demonstrate that our method not only recovers the underlying graph well but also captures the smooth variation properties on both synthetic data and climate data. An important challenge in understanding climate change is to uncover the dependency relationships between various climate observations and forcing factors. Graphical lasso, a recently proposed An important challenge in understanding climate change is to uncover the dependency relationships between various climate observations and forcing factors. Graphical lasso, a recently proposed L 1 penalty based structure learning algorithm, has been proven successful for learning underlying dependency structures for the data drawn from a multivariate Gaussian distribution. However, climatological data often turn out to be non-Gaussian, e.g. cloud cover, precipitation, etc. In this paper, we examine nonparametric learning methods to address this challenge. In particular, we develop a methodology to learn dynamic graph structures from spatial-temporal data so that the graph structures at adjacent time or locations are similar. Experimental results demonstrate that our method not only recovers the underlying graph well but also captures the smooth variation properties on both synthetic data and climate data.


Interactive Learning Using Manifold Geometry

AAAI Conferences

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.


Hidden Market Design

AAAI Conferences

The next decade will see an abundance of new intelligent systems, many of which will be market-based. Soon, users will interact with many new markets, perhaps without even knowing it: when driving their car, when listening to a song, when backing up their files, or when surfing the web. We argue that these new systems can only be successful if a new approach is chosen towards designing them. In this paper we introduce the general problem of "Hidden Market Design." The design of a "weakly hidden" market involves reducing some of the market complexities and providing a user interface (UI) that makes the interaction seamless for the user. A "strongly hidden market" is one where some semantic aspect of a market is hidden altogether (e.g., budgets, prices, combinatorial constraints). We show that the intersection of UI design and market design is of particular importance for this research agenda. To illustrate hidden market design, we give a series of potential applications. We hope that the problem of hidden market design will inspire other researchers and lead to new research in this direction, paving the way for more successful market-based systems in the future.


New Mini-Bucket Partitioning Heuristics for Bounding the Probability of Evidence

AAAI Conferences

Mini-Bucket Elimination (MBE) is a well-known approximation algorithm deriving lower and upper bounds on quantities of interest over graphical models. It relies on a procedure that partitions a set of functions, called bucket, into smaller subsets, called mini-buckets. The method has been used with a single partitioning heuristic throughout, so the impact of the partitioning algorithm on the quality of the generated bound has never been investigated. This paper addresses this issue by presenting a framework within which partitioning strategies can be described, analyzed and compared. We derive a new class of partitioning heuristics from first-principles geared for likelihood queries, demonstrate their impact on a number of benchmarks for probabilistic reasoning and show that the results are competitive (often superior) to state-of-the-art bounding schemes.