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Business Event Curation: Merging Human and Automated Approaches

AAAI Conferences

We present preliminary work to construct a knowledge curation system to advance research in the study of regional economics. The proposed system exploits natural language processing (NLP) techniques to automatically implement business event extraction, provides a user-facing interface to assist human curators, and a feedback loop to improve the performance of the Information Extraction Model for the automated parts of the system. Progress to date has shown that we can improve standard NLP approaches for entity and relationship extraction through heuristic means and provide indexing of extracted relationships to aid curation.


Image Privacy Prediction Using Deep Features

AAAI Conferences

Online image sharing in social media sites such as Facebook, Flickr, and Instagram can lead to unwanted disclosure and privacy violations, when privacy settings are used inappropriately. With the exponential increase in the number of images that are shared online, the development of effective and efficient prediction methods for image privacy settings are highly needed. In this study, we explore deep visual features and deep image tags for image privacy prediction. The results of our experiments show that models trained on deep visual features outperform those trained on SIFT and GIST. The results also show that deep image tags combined with user tags perform best among all tested features.


Abstracting Complex Domains Using Modular Object-Oriented Markov Decision Processes

AAAI Conferences

We present an initial proposal for modular object-oriented MDPs, an extension of OO-MDPs that abstracts complex domains that are partially observable and stochastic with multiple goals. Modes reduce the curse of dimensionality by reducing the number of attributes, objects, and actions into only the features relevant for each goal. These modes may also be used as an abstracted domain to be transferred to other modes or to another domain.


ROOT13: Spotting Hypernyms, Co-Hyponyms and Randoms

AAAI Conferences

In this paper, we describe ROOT13, a supervised system for the classification of hypernyms, co-hyponyms and random words. The system relies on a Random Forest algorithm and 13 unsupervised corpus-based features. We evaluate it with a 10-fold cross validation on 9,600 pairs, equally distributed among the three classes and involving several Parts-Of-Speech (i.e. adjectives, nouns and verbs). When all the classes are present, ROOT13 achieves an F1 score of 88.3%, against a baseline of 57.6% (vector cosine). When the classification is binary, ROOT13 achieves the following results: hypernyms-co-hyponyms (93.4% vs. 60.2%), hypernyms-random (92.3% vs. 65.5%) and co-hyponyms-random (97.3% vs. 81.5%). Our results are competitive with state-of-the-art models.


Counter-Transitivity in Argument Ranking Semantics

AAAI Conferences

The principle of counter-transitivity plays a vital role in argumentation. It states that an argument is strong when its attackers are weak, and is weak when its attackers are strong. In this work, we develop a formal theory about the argument ranking semantics based on this principle. Three approaches, quantity-based, quality-based and the unity of them, are defined to implement the principle. Then, we show an iterative refinement algorithm for capturing the ranking on arguments based on the recursive nature of the principle.


Heuristic Planning for Hybrid Systems

AAAI Conferences

Planning in hybrid systems has been gaining research interest in the Artificial Intelligence community in recent years. Hybrid systems allow for a more accurate representation of real world problems, though solving them is very challenging due to complex system dynamics and a large model feature set. We developed DiNo, a new planner designed to tackle problems set in hybrid domains.DiNo is based on the discretise and validate approach and uses the novel Staged Relaxed Planning Graph+ (SRPG+) heuristic.


Towards Structural Tractability in Hedonic Games

AAAI Conferences

Hedonic games are a well-studied model of coalition formation, in which selfish agents are partitioned into disjoint sets, and agents care about the make-up of the coalition they end up in. The computational problem of finding a stable outcome tends to be computationally intractable, even after severely restricting the types of preferences that agents are allowed to report. We investigate a structural way of achieving tractability, by requiring that agents' preferences interact in a well-behaved manner. Precisely, we show that stable outcomes can be found in linear time for hedonic games that satisfy a notion of bounded treewidth and bounded degree.


Bayesian AutoEncoder: Generation of Bayesian Networks with Hidden Nodes for Features

AAAI Conferences

We propose Bayesian AutoEncoder (BAE) in order to construct a recognition system which uses feedback information. BAE constructs a generative model of input data as a Bayes Net. The network trained by BAE obtains its hidden variables as the features of given data. It can execute inference for each variable through belief propagation, using both feedforward and feedback information. We confirmed that BAE can construct small networks with one hidden layer and extract features as hidden variables from 3x3 and 5x5 pixel input data.


Conquering Adversary Behavioral Uncertainty in Security Games: An Efficient Modeling Robust Based Algorithm

AAAI Conferences

Stackelberg Security Games (SSG) have been widely applied for solving real-world security problems—with a significant research emphasis on modeling attackers’ behaviors to handle their bounded rationality. However, access to real-world data (used for learning an accurate behavioral model) is often limited, leading to uncertainty in attacker’s behaviors while modeling. This paper therefore focuses on addressing behavioral uncertainty in SSG with the following main contributions: 1) we present a new uncertainty game model that integrates uncertainty intervals into a behavioral model to capture behavioral uncertainty; 2) based on this game model, we propose a novel robust algorithm that approximately computes the defender’s optimal strategy in the worst-case scenario of uncertainty—with a bound guarantee on its solution quality.


Iterative Project Quasi-Newton Algorithm for Training RBM

AAAI Conferences

The restricted Boltzmann machine (RBM) has been used as building blocks for many successful deep learning models, e.g., deep belief networks (DBN) and deep Boltzmann machine (DBM) etc. The training of RBM can be extremely slow in pathological regions. The second order optimization methods, such as quasi-Newton methods, were proposed to deal with this problem. However, the non-convexity results in many obstructions for training RBM, including the infeasibility of applying second order optimization methods. In order to overcome this obstruction, we introduce an em-like iterative project quasi-Newton (IPQN) algorithm. Specifically, we iteratively perform the sampling procedure where it is not necessary to update parameters, and the sub-training procedure that is convex. In sub-training procedures, we apply quasi-Newton methods to deal with the pathological problem. We further show that Newton's method turns out to be a good approximation of the natural gradient (NG) method in RBM training. We evaluate IPQN in a series of density estimation experiments on the artificial dataset and the MNIST digit dataset. Experimental results indicate that IPQN achieves an improved convergent performance over the traditional CD method.