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qDKT: Question-centric Deep Knowledge Tracing

arXiv.org Artificial Intelligence

Knowledge tracing (KT) models, e.g., the deep knowledge tracing (DKT) model, track an individual learner's acquisition of skills over time by examining the learner's performance on questions related to those skills. A practical limitation in most existing KT models is that all questions nested under a particular skill are treated as equivalent observations of a learner's ability, which is an inaccurate assumption in real-world educational scenarios. To overcome this limitation we introduce qDKT, a variant of DKT that models every learner's success probability on individual questions over time. First, qDKT incorporates graph Laplacian regularization to smooth predictions under each skill, which is particularly useful when the number of questions in the dataset is big. Second, qDKT uses an initialization scheme inspired by the fastText algorithm, which has found success in a variety of language modeling tasks. Our experiments on several real-world datasets show that qDKT achieves state-of-art performance on predicting learner outcomes. Because of this, qDKT can serve as a simple, yet tough-to-beat, baseline for new question-centric KT models.


Combinatorics of a Discrete Trajectory Space for Robot Motion Planning

arXiv.org Artificial Intelligence

Motion planning is a difficult problem in robot control. The complexity of the problem is directly related to the dimension of the robot's configuration space. While in many theoretical calculations and practical applications the configuration space is modeled as a continuous space, we present a discrete robot model based on the fundamental hardware specifications of a robot. Using lattice path methods, we provide estimates for the complexity of motion planning by counting the number of possible trajectories in a discrete robot configuration space.


History-Aware Question Answering in a Blocks World Dialogue System

arXiv.org Artificial Intelligence

It is essential for dialogue-based spatial reasoning systems to maintain memory of historical states of the world. In addition to conveying that the dialogue agent is mentally present and engaged with the task, referring to historical states may be crucial for enabling collaborative planning (e.g., for planning to return to a previous state, or diagnosing a past misstep). In this paper, we approach the problem of spatial memory in a multi-modal spoken dialogue system capable of answering questions about interaction history in a physical blocks world setting. This work builds upon a full spatial question-answering pipeline consisting of a vision system, speech input and output mediated by an animated avatar, a dialogue system that robustly interprets spatial queries, and a constraint solver that derives answers based on 3-D spatial modelling. The contributions of this work include a symbolic dialogue context registering knowledge about discourse history and changes in the world, as well as a natural language understanding module capable of interpreting free-form historical questions and querying the dialogue context to form an answer.


Learning Whole-Body Human-Robot Haptic Interaction in Social Contexts

arXiv.org Artificial Intelligence

This paper presents a learning-from-demonstration (LfD) framework for teaching human-robot social interactions that involve whole-body haptic interaction, i.e. direct human-robot contact over the full robot body. The performance of existing LfD frameworks suffers in such interactions due to the high dimensionality and spatiotemporal sparsity of the demonstration data. We show that by leveraging this sparsity, we can reduce the data dimensionality without incurring a significant accuracy penalty, and introduce three strategies for doing so. By combining these techniques with an LfD framework for learning multimodal human-robot interactions, we can model the spatiotemporal relationship between the tactile and kinesthetic information during whole-body haptic interactions. Using a teleoperated bimanual robot equipped with 61 force sensors, we experimentally demonstrate that a model trained with 121 sample hugs from 4 participants generalizes well to unseen inputs and human partners.


Bayesian Stress Testing of Models in a Classification Hierarchy

arXiv.org Artificial Intelligence

Machine learning has seen in the last 5-10 years an explosion in its growth from a research centered area of computer science and mathematics to a driving force for innovation in every aspect of our lives [1, 2, 3]. This was driven mainly by the success of deep learning and the significant investment of big technology firms in open source machine learning research [4, 5, 6]. Real life machine learning based solutions often require a number of models to work together to achieve the business goal of the product(s) [7]. Such models can be trained independently or as part of an optimised training pipeline [8, 9]. Breaking down the product into multiple models has several advantages: I) It allows for parallel model development with model designers focused on solving relatively small and well-defined problems.


Dynamic Value Estimation for Single-Task Multi-Scene Reinforcement Learning

arXiv.org Artificial Intelligence

Training deep reinforcement learning agents on environments with multiple levels / scenes / conditions from the same task, has become essential for many applications aiming to achieve generalization and domain transfer from simulation to the real world [1,2]. While such a strategy is helpful with generalization, the use of multiple scenes significantly increases the variance of samples collected for policy gradient computations. Current methods continue to view this collection of scenes as a single Markov Decision Process (MDP) with a common value function; however, we argue that it is better to treat the collection as a single environment with multiple underlying MDPs. To this end, we propose a dynamic value estimation (DVE) technique for these multiple-MDP environments, motivated by the clustering effect observed in the value function distribution across different scenes. The resulting agent is able to learn a more accurate and scene-specific value function estimate (and hence the advantage function), leading to a lower sample variance. Our proposed approach is simple to accommodate with several existing implementations (like PPO, A3C) and results in consistent improvements for a range of ProcGen environments and the AI2-THOR framework based visual navigation task.


Towards United Reasoning for Automatic Induction in Isabelle/HOL

arXiv.org Artificial Intelligence

Inductive theorem proving is an important long-standing challenge in computer science. In this extended abstract, we first summarize the recent developments of proof by induction for Isabelle/HOL. Then, we propose united reasoning, a novel approach to further automating inductive theorem proving. Upon success, united reasoning takes the best of three schools of reasoning: deductive reasoning, inductive reasoning, and inductive reasoning, to prove difficult inductive problems automatically.


Should artificial agents ask for help in human-robot collaborative problem-solving?

arXiv.org Artificial Intelligence

Transferring as fast as possible the functioning of our brain to artificial intelligence is an ambitious goal that would help advance the state of the art in AI and robotics. It is in this perspective that we propose to start from hypotheses derived from an empirical study in a human-robot interaction and to verify if they are validated in the same way for children as for a basic reinforcement learning algorithm. Thus, we check whether receiving help from an expert when solving a simple close-ended task (the Towers of Hano\"i) allows to accelerate or not the learning of this task, depending on whether the intervention is canonical or requested by the player. Our experiences have allowed us to conclude that, whether requested or not, a Q-learning algorithm benefits in the same way from expert help as children do.


Experimental evaluation of quantum Bayesian networks on IBM QX hardware

arXiv.org Artificial Intelligence

Bayesian Networks (BN) are probabilistic graphical models that are widely used for uncertainty modeling, stochastic prediction and probabilistic inference. A Quantum Bayesian Network (QBN) is a quantum version of the Bayesian network that utilizes the principles of quantum mechanical systems to improve the computational performance of various analyses. In this paper, we experimentally evaluate the performance of QBN on various IBM QX hardware against Qiskit simulator and classical analysis. We consider a 4-node BN for stock prediction for our experimental evaluation. We construct a quantum circuit to represent the 4-node BN using Qiskit, and run the circuit on nine IBM quantum devices: Yorktown, Vigo, Ourense, Essex, Burlington, London, Rome, Athens and Melbourne. We will also compare the performance of each device across the four levels of optimization performed by the IBM Transpiler when mapping a given quantum circuit to a given device. We use the root mean square percentage error as the metric for performance comparison of various hardware.


Non-cooperative Multi-agent Systems with Exploring Agents

arXiv.org Artificial Intelligence

Multi-agent learning is a challenging problem in machine learning that has applications in different domains such as distributed control, robotics, and economics. We develop a prescriptive model of multi-agent behavior using Markov games. Since in many multi-agent systems, agents do not necessary select their optimum strategies against other agents (e.g., multi-pedestrian interaction), we focus on models in which the agents play "exploration but near optimum strategies". We model such policies using the Boltzmann-Gibbs distribution. This leads to a set of coupled Bellman equations that describes the behavior of the agents. We introduce a set of conditions under which the set of equations admit a unique solution and propose two algorithms that provably provide the solution in finite and infinite time horizon scenarios. We also study a practical setting in which the interactions can be described using the occupancy measures and propose a simplified Markov game with less complexity. Furthermore, we establish the connection between the Markov games with exploration strategies and the principle of maximum causal entropy for multi-agent systems. Finally, we evaluate the performance of our algorithms via several well-known games from the literature and some games that are designed based on real world applications.