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Quantum Composition and Improvisation
Parson, Dale E. (Kutztown University of Pennsylvania)
Quantum mechanical systems exist as superpositions of complementary states that collapse to classical, concrete states upon becoming entangled with the measurement apparatus of observer-participants. A musical composition and its performance constitute a quantum system. Historically, conventional musical notation has presented the appearance of a composition as a deterministic, concrete entity, with interpretation approached as an extrinsic act. This historical perspective inhabits a subspace of the available quantum space. A quantum musical system unifies the composition, instruments, situated performance and perception as a superposition of musical events that collapses to concrete musical events via the interactions and perceptions of performers and audience. A composer captures superposed musical events via implicit or explicit conditional event probabilities, and human and/or machine performers create music by collapsing interrelated probabilities to zeros and ones via observer-participancy.
Maxine’s Turing Test – A Player-Program as Co-Ethnographer of Socio-Aesthetic Interaction in Improvised Music
Banerji, Ritwik (University of California Berkeley)
Beyond the goal of refining system design to the needs and tastes of users, user evaluation of interactive music systems offers a method of examining the nature of musical creativity as understood by its human practitioners. In the case of improvising music systems, user study and evaluation of a system’s ability to improvise may be useful in the ethnomusicological study of musical interaction in contemporary improvised music. A survey of preliminary findings based on the interactions of an improvising system, Maxine, with several improvisers is discussed, with results suggesting methodological reconfigurations of the purpose and goals of evaluating of interactive musical metacreations.
Location-Based Game Platform for Behavioral Data Collection in Disaster Rescue Scenarios
Frazier, Spencer (University of Southern California) | Huang, Chao (University of Southern California) | Chang, Yu-Han (University of Southern California) | Maheswaran, Rajiv (University of Southern California)
Location-based games are an emerging paradigm for training, simulation, entertainment, health and many other domains. In this paper, we consider the role of location-based games as a platform for data collection and analysis of human behavior. We also examine how human teams perform in a disaster scenario when such a scenario is mapped to a game environment conducted as a location-based augmented reality game. We use a pilot experiment to study human behavior between simulated disaster rescue teams and an integrated commander for the purpose of future research into improving exploitation of local tasks versus exploration of assigned objectives by disaster response teams. We show the results of our pilot experiment, analyze the effectiveness of this game as a data collection platform and then investigate how additional experiments may be conducted to formalize this problem further.
Representing Morals in Terms of Emotion
Sarlej, Margaret Krystyna (University of New South Wales) | Ryan, Malcolm (University of New South Wales)
Morals are an important part of many stories, and central to why storytelling developed in the first place as a means of communication. They have the potential to provide a framework for developing story structure, which could be utilised by modern storytelling systems. To achieve this we need a general representation for morals. We propose patterns of character emotion as a suitable foundation. In this paper, we categorise Aesop’s fables based on the morals they convey, and use them as a source of emotion data corresponding to those morals. We use inductive logic programming to identify relationships between particular patterns of emotion and the morals of the stories in which they arise.
On the Sample Complexity of Predictive Sparse Coding
Mehta, Nishant A., Gray, Alexander G.
The goal of predictive sparse coding is to learn a representation of examples as sparse linear combinations of elements from a dictionary, such that a learned hypothesis linear in the new representation performs well on a predictive task. Predictive sparse coding algorithms recently have demonstrated impressive performance on a variety of supervised tasks, but their generalization properties have not been studied. We establish the first generalization error bounds for predictive sparse coding, covering two settings: 1) the overcomplete setting, where the number of features k exceeds the original dimensionality d; and 2) the high or infinite-dimensional setting, where only dimension-free bounds are useful. Both learning bounds intimately depend on stability properties of the learned sparse encoder, as measured on the training sample. Consequently, we first present a fundamental stability result for the LASSO, a result characterizing the stability of the sparse codes with respect to perturbations to the dictionary. In the overcomplete setting, we present an estimation error bound that decays as \tilde{O}(sqrt(d k/m)) with respect to d and k. In the high or infinite-dimensional setting, we show a dimension-free bound that is \tilde{O}(sqrt(k^2 s / m)) with respect to k and s, where s is an upper bound on the number of non-zeros in the sparse code for any training data point.
Feature Selection via L1-Penalized Squared-Loss Mutual Information
Jitkrittum, Wittawat, Hachiya, Hirotaka, Sugiyama, Masashi
Feature selection is a technique to screen out less important features. Many existing supervised feature selection algorithms use redundancy and relevancy as the main criteria to select features. However, feature interaction, potentially a key characteristic in real-world problems, has not received much attention. As an attempt to take feature interaction into account, we propose L1-LSMI, an L1-regularization based algorithm that maximizes a squared-loss variant of mutual information between selected features and outputs. Numerical results show that L1-LSMI performs well in handling redundancy, detecting non-linear dependency, and considering feature interaction.
D-FLAT: Declarative Problem Solving Using Tree Decompositions and Answer-Set Programming
Bliem, Bernhard, Morak, Michael, Woltran, Stefan
In this work, we propose Answer-Set Programming (ASP) as a tool for rapid prototyping of dynamic programming algorithms based on tree decompositions. In fact, many such algorithms have been designed, but only a few of them found their way into implementation. The main obstacle is the lack of easy-to-use systems which (i) take care of building a tree decomposition and (ii) provide an interface for declarative specifications of dynamic programming algorithms. In this paper, we present D-FLAT, a novel tool that relieves the user of having to handle all the technical details concerned with parsing, tree decomposition, the handling of data structures, etc. Instead, it is only the dynamic programming algorithm itself which has to be specified in the ASP language. D-FLAT employs an ASP solver in order to compute the local solutions in the dynamic programming algorithm. In the paper, we give a few examples illustrating the use of D-FLAT and describe the main features of the system. Moreover, we report experiments which show that ASP-based D-FLAT encodings for some problems outperform monolithic ASP encodings on instances of small treewidth.
Modularity-Based Clustering for Network-Constrained Trajectories
Mahrsi, Mohamed Khalil El, Rossi, Fabrice
We present a novel clustering approach for moving object trajectories that are constrained by an underlying road network. The approach builds a similarity graph based on these trajectories then uses modularity-optimization hiearchical graph clustering to regroup trajectories with similar profiles. Our experimental study shows the superiority of the proposed approach over classic hierarchical clustering and gives a brief insight to visualization of the clustering results.
Designing various component analysis at will
Kimura, Akisato, Sugiyama, Masashi, Hitoshi, Sakano, Kameoka, Hirokazu
This paper provides a generic framework of component analysis (CA) methods introducing a new expression for scatter matrices and Gram matrices, called Generalized Pairwise Expression (GPE). This expression is quite compact but highly powerful: The framework includes not only (1) the standard CA methods but also (2) several regularization techniques, (3) weighted extensions, (4) some clustering methods, and (5) their semi-supervised extensions. This paper also presents quite a simple methodology for designing a desired CA method from the proposed framework: Adopting the known GPEs as templates, and generating a new method by combining these templates appropriately.
Relative Expressiveness of Defeasible Logics
We address the relative expressiveness of defeasible logics in the framework DL. Relative expressiveness is formulated as the ability to simulate the reasoning of one logic within another logic. We show that such simulations must be modular, in the sense that they also work if applied only to part of a theory, in order to achieve a useful notion of relative expressiveness. We present simulations showing that logics in DL with and without the capability of team defeat are equally expressive. We also show that logics that handle ambiguity differently -- ambiguity blocking versus ambiguity propagating -- have distinct expressiveness, with neither able to simulate the other under a different formulation of expressiveness.