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Collective Supervision of Topic Models for Predicting Surveys with Social Media
Benton, Adrian (Johns Hopkins University) | Paul, Michael J. (University of Colorado Boulder) | Hancock, Braden (Stanford University) | Dredze, Mark (Johns Hopkins University)
This paper considers survey prediction from social media. We use topic models to correlate social media messages with survey outcomes and to provide an interpretable representation of the data. Rather than rely on fully unsupervised topic models, we use existing aggregated survey data to inform the inferred topics, a class of topic model supervision referred to as collective supervision. We introduce and explore a variety of topic model variants and provide an empirical analysis, with conclusions of the most effective models for this task.
Refining Subgames in Large Imperfect Information Games
Moravcik, Matej (Charles University in Prague) | Schmid, Martin (Charles University in Prague) | Ha, Karel (Charles University in Prague) | Hladik, Milan (Charles University in Prague) | Gaukrodger, Stephen J. (Koypetition)
The leading approach to solving large imperfect information games is to pre-calculate an approximate solution using a simplified abstraction of the full game; that solution is then used to play the original, full-scale game. The abstraction step is necessitated by the size of the game tree. However, as the original game progresses, the remaining portion of the tree (the subgame) becomes smaller. An appealing idea is to use the simplified abstraction to play the early parts of the game and then, once the subgame becomes tractable, to calculate a solution using a finer-grained abstraction in real time, creating a combined final strategy. While this approach is straightforward for perfect information games, it is a much more complex problem for imperfect information games. If the subgame is solved locally, the opponent can alter his play in prior to this subgame to exploit our combined strategy. To prevent this, we introduce the notion of subgame margin, a simple value with appealing properties. If any best response reaches the subgame, the improvement of exploitability of the combined strategy is (at least) proportional to the subgame margin. This motivates subgame refinements resulting in large positive margins. Unfortunately, current techniques either neglect subgame margin (potentially leading to a large negative subgame margin and drastically more exploitable strategies), or guarantee only non-negative subgame margin (possibly producing the original, unrefined strategy, even if much stronger strategies are possible). Our technique remedies this problem by maximizing the subgame margin and is guaranteed to find the optimal solution. We evaluate our technique using one of the top participants of the AAAI-14 Computer Poker Competition, the leading playground for agents in imperfect information setting
Computing Possible and Necessary Equilibrium Actions (and Bipartisan Set Winners)
Brill, Markus (Duke University) | Freeman, Rupert (Duke University) | Conitzer, Vincent (Duke University)
In many multiagent environments, a designer has some, but limited control over the game being played. In this paper, we formalize this by considering incompletely specified games, in which some entries of the payoff matrices can be chosen from a specified set. We show that it is NP-hard for the designer to make this choices optimally, even in zero-sum games. In fact, it is already intractable to decide whether a given action is (potentially or necessarily) played in equilibrium. We also consider incompletely specified symmetric games in which all completions are required to be symmetric. Here, hardness holds even in weak tournament games (symmetric zero-sum games whose entries are all -1, 0, or 1) and in tournament games (symmetric zero-sum games whose non-diagonal entries are all -1 or 1). The latter result settles the complexity of the possible and necessary winner problems for a social-choice-theoretic solution concept known as the bipartisan set. We finally give a mixed-integer linear programming formulation for weak tournament games and evaluate it experimentally.
Poker-CNN: A Pattern Learning Strategy for Making Draws and Bets in Poker Games Using Convolutional Networks
Yakovenko, Nikolai (PokerPoker, LLC) | Cao, Liangliang (Columbia University and Yahoo Labs) | Raffel, Colin (Columbia University) | Fan, James (Columbia University)
Poker is a family of card games that includes many varia- tions. We hypothesize that most poker games can be solved as a pattern matching problem, and propose creating a strong poker playing system based on a unified poker representa- tion. Our poker player learns through iterative self-play, and improves its understanding of the game by training on the results of its previous actions without sophisticated domain knowledge. We evaluate our system on three poker games: single player video poker, two-player Limit Texas Holdโem, and finally two-player 2-7 triple draw poker. We show that our model can quickly learn patterns in these very different poker games while it improves from zero knowledge to a competi- tive player against human experts. The contributions of this paper include: (1) a novel represen- tation for poker games, extendable to different poker vari- ations, (2) a Convolutional Neural Network (CNN) based learning model that can effectively learn the patterns in three different games, and (3) a self-trained system that signif- icantly beats the heuristic-based program on which it is trained, and our system is competitive against human expert players.
SAPE: A System for Situation-Aware Public Security Evaluation
Wu, Shu (Institute of Automation, Chinese Academy of Sciences) | Liu, Qiang (Institute of Automation, Chinese Academy of Sciences) | Bai, Ping (Institute of Automation, Chinese Academy of Sciences) | Wang, Liang (Institute of Automation, Chinese Academy of Sciences) | Tan, Tieniu (Institute of Automation, Chinese Academy of Sciences)
Public security events are occurring all over the world, bringing threat to personal and property safety, and homeland security. It is vital to construct an effective model to evaluate and predict the public security. In this work, we establish a Situation-Aware Public Security Evaluation (SAPE) platform. Based on conventional Recurrent Neural Networks (RNN), we develop a new variant of RNN to handle temporal contexts in public security event datasets. The proposed model can achieve better performance than the compared state-of-the-art methods. On SAPE, There are two parts of demonstrations, i.e., global public security evaluation and China public security evaluation. In the global part, based on Global Terrorism Database from UMD, for each country, SAPE can predict risk level and top-n potential terrorist organizations which might attack the country. The users can also view the actual attacking organizations and predicted results. For each province in China, SAPE can predict the risk level and the probability scores of different types of events in the next month. The users can also view the actual numbers of events and predicted risk levels of the past one year.
Shoot to Know What: An Application of Deep Networks on Mobile Devices
Wu, Jiaxiang (Institute of Automation, Chinese Academy of Sciences) | Hu, Qinghao (Institute of Automation, Chinese Academy of Sciences) | Leng, Cong (Institute of Automation, Chinese Academy of Sciences) | Cheng, Jian (Institute of Automation, Chinese Academy of Sciences)
Convolutional neural networks (CNNs) have achieved impressive performance in a wide range of computer vision areas. However, the application on mobile devices remains intractable due to the high computation complexity. In this demo, we propose the Quantized CNN (Q-CNN), an efficient framework for CNN models, to fulfill efficient and accurate image classification on mobile devices. Our Q-CNN framework dramatically accelerates the computation and reduces the storage/memory consumption, so that mobile devices can independently run an ImageNet-scale CNN model. Experiments on the ILSVRC-12 dataset demonstrate 4~6x speed-up and 15~20x compression, with merely one percentage drop in the classification accuracy. Based on the Q-CNN framework, even mobile devices can accurately classify images within one second.
Markov Argumentation Random Fields
Tang, Yuqing (Carnegie Mellon University) | Oren, Nir (University of Aberdeen) | Sycara, Katia (Carnegie Mellon University)
We demonstrate an implementation of Markov Argumentation Random Fields (MARFs), a novel formalism combining elements of formal argumentation theory and probabilistic graphical models. In doing so MARFs provide a principled technique for the merger of probabilistic graphical models and non-monotonic reasoning, supporting human reasoning in ``messyโโ domains where the knowledge about conflicts should be applied. Our implementation takes the form of a graphical tool which supports users in interpreting complex information. We have evaluated our implementation in the domain of intelligence analysis, where analysts must reason and determine likelihoods of events using information obtained from conflicting sources.
DECT: Distributed Evolving Context Tree for Understanding User Behavior Pattern Evolution
Shu, Xiaokui (Virginia Polytechnic Institute and State University) | Laptev, Nikolay (Yahoo Labs) | Yao, Danfeng (Daphne) (Virginia Polytechnic Institute and State University)
Internet user behavior models characterize user browsing dynamics or the transitions among web pages. The models help Internet companies improve their services by accurately targeting customers and providing them the information they want. For instance, specific web pages can be customized and prefetched for individuals based on sequences of web pages they have visited. Existing user behavior models abstracted as time-homogeneous Markov models cannot efficiently model user behavior variation through time. This demo presents DECT, a scalable time-variant variable-order Markov model. DECT digests terabytes of user session data and yields user behavior patterns through time. We realize DECT using Apache Spark and deploy it on top of Yahoo! infrastructure. We demonstrate the benefits of DECT with anomaly detection and ad click rate prediction applications. DECT enables the detection of higher-order path anomalies and provides deep insights into ad click rates with respect to user visiting paths.
Multi-Agent System Development MADE Easy
Shen, Zhiqi (Nanyang Technological University) | Yu, Han (Nanyang Technological University) | Miao, Chunyan (Nanyang Technological University) | Li, Siyao (Nanyang Technological University) | Chen, Yiqiang (Chinese Academy of Sciences)
Agent-Oriented Software Engineering (AOSE) is an emerging software engineering paradigm that advocates the application of best practices in the development of Multi-Agent Systems (MAS) through the use of agents and organizations of agents. This paper outlines the MADE system, which provides an interactive platform for people who are not well-versed in AOSE to contribute to the rapid prototyping of MASs with ease.
A Visual Semantic Framework for Innovation Analytics
Shalaby, Walid (University of North Carolina, Charlotte) | Rajshekhar, Kripa (Metonymy Labs) | Zadrozny, Wlodek (University of North Carolina, Charlotte)
In this demo we present a semantic framework for innovation and patent analytics powered by Mined Semantic Analysis (MSA). Our framework provides cognitive assistance to its users through a Web-based visual and interactive interface. First, we describe building a conceptual knowledge graph by mining user-generated encyclopedic textual corpus for semantic associations. Then, we demonstrate applying the acquired knowledge to support many cognition and knowledge based use cases for innovation analysis including technology exploration and landscaping, competitive analysis, literature and prior art search and others.