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Housing Markets with Indifferences: A Tale of Two Mechanisms

AAAI Conferences

The (Shapley-Scarf) housing market is a well-studied and fundamental model of an exchange economy. Each agent owns a single house and the goal is to reallocate the houses to the agents in a mutually beneficial and stable manner. Recently, Alcalde-Unzu and Molis (2011) and Jaramillo and Manjunath (2011) independently examined housing markets in which agents can express indifferences among houses. They proposed two important families of mechanisms, known as TTAS and TCR respectively. We formulate a family of mechanisms which not only includes TTAS and TCR but also satisfies many desirable properties of both families. As a corollary, we show that TCR is strict core selecting (if the strict core is non-empty). Finally, we settle an open question regarding the computational complexity of the TTAS mechanism. Our study also raises a number of interesting research questions.


What Would You Like to Drink? Recognising and Planning with Social States in a Robot Bartender Domain

AAAI Conferences

A robot coexisting with humans must not only be able to successfully perform physical tasks, but must also be able to interact with humans in a socially appropriate manner. In many social settings, this involves the use of social signals like gaze, facial expression, and language. In this paper we discuss preliminary work focusing on the problem of combining social interaction with task-based action in a dynamic, multiagent bartending domain, using an embodied robot. We discuss how social states are inferred from low-level sensors, using vision and speech as input modalities, and present a planning approach that models task, dialogue, and social actions in a simple bartending scenario. This approach allows us to build interesting plans, which have been evaluated in a real-world study with human subjects, using a general purpose, off-the-shelf planner, as an alternative to more mainstream methods of interaction management.


Double-Bit Quantization for Hashing

AAAI Conferences

Hashing, which tries to learn similarity-preserving binary codes for data representation, has been widely used for efficient nearest neighbor search in massive databases due to its fast query speed and low storage cost. Because it is NP hard to directly compute the best binary codes for a given data set, mainstream hashing methods typically adopt a two-stage strategy. In the first stage, several projected dimensions of real values are generated. Then in the second stage, the real values will be quantized into binary codes by thresholding. Currently, most existing methods use one single bit to quantize each projected dimension. One problem with this single-bit quantization (SBQ) is that the threshold typically lies in the region of the highest point density and consequently a lot of neighboring points close to the threshold will be hashed to totally different bits, which is unexpected according to the principle of hashing. In this paper, we propose a novel quantization strategy, called double-bit quantization (DBQ), to solve the problem of SBQ. The basic idea of DBQ is to quantize each projected dimension into double bits with adaptively learned thresholds. Extensive experiments on two real data sets show that our DBQ strategy can significantly outperform traditional SBQ strategy for hashing.


Time Optimal Multi-Agent Path Planning on Graphs

AAAI Conferences

Significant progress has been made in the area of multiagent path finding/planning in the past decade (Silver 2005; van den Berg et al. 2009; Standley 2010; Luna and Bekris 2011; Wang and Botea 2011). In this work, we introduce a multi-agent path planning problem similar to that of (Standley (a) (b) (c) 2010) and aim at maximizing parallelism among the agents. That is, we seek a feasible plan that minimizes the Figure 1: a) A simple graph G. b) A gadget for splitting time it takes the last agent to reach its goal. To solve the an undirected edge through time steps.


Interactive Narrative: A Novel Application of Artificial Intelligence for Computer Games

AAAI Conferences

Game Artificial Intelligence (Game AI) is a sub-discipline of Artificial Intelligence (AI) and Machine Learning (ML) that explores the ways in which AI and ML can augment player experiences in computer games. Storytelling is an integral part of many modern computer games; within games stories create context, motivate the player, and move the action forward. Interactive Narrative is the use of AI to create and manage stories within games, creating the perception that the player is a character in a dynamically unfolding and responsive story. This paper introduces Game AI and focuses on the open research problems of Interactive Narrative.


Integrating Learner Help Requests Using a POMDP in an Adaptive Training System

AAAI Conferences

This paper describes the development and empirical testing of an intelligent tutoring system (ITS) with two emerging methodologies: (1) a partially observable Markov decision process (POMDP) for representing the learner model and (2) inquiry modeling, which informs the learner model with questions learners ask during instruction. POMDPs have been successfully applied to non-ITS domains but, until recently, have seemed intractable for large-scale intelligent tutoring challenges. New, ITS-specific representations leverage common regularities in intelligent tutoring to make a POMDP practical as a learner model. Inquiry modeling is a novel paradigm for informing learner models by observing rich features of learners’ help requests such as categorical content, context, and timing. The experiment described in this paper demonstrates that inquiry modeling and planning with POMDPs can yield significant and substantive learning improvements in a realistic, scenario-based training task.


eBird: A Human/Computer Learning Network for Biodiversity Conservation and Research

AAAI Conferences

In this paper we describe eBird, a citizen-science project that takes advantage of human observational capacity and machine learning methods to explore the synergies between human computation and mechanical computation. We call this model a Human/Computer Learning Network, whose core is an active learning feedback loop between humans and machines that dramatically improves the quality of both, and thereby continually improves the effectiveness of the network as a whole. Human/Computer Learning Networks leverage the contributions of a broad recruitment of human observers and processes their contributed data with Artificial Intelligence algorithms leading to a computational power that far exceeds the sum of the individual parts.


Using AI Local Search to Improve an OR Optimizer

AAAI Conferences

One of the key issues for transportation companies is to produce an optimal plan for the work of crew members. Crew planning consists of a sequence of phases, the first two corresponding to planning duties (sequences of trips to be done by crew members from their home base to their home base) and planning rosters (sequences of duties and rest days to be followed by crew members during a certain number of weeks). Both duty and roster planning are subject to a large number of constraints. Duty planning is constrained by intra-duty constraints and roster planning by inter-duty constraints. Since inter-duty constraints relate how duties can be combined into a roster, it is desirable that some of these constraints be transposed into the duty planning phase, as additional constraints, to guarantee that the duties produced in the first phase are "rosterable'' in the second phase. Both Artificial Intelligence (AI) and Operations Research (OR) have addressed duty planning, but for very large scale problems, OR has been far more successful due to its global vision of the problem. This paper discusses the use of AI local search to improve an OR-based duty planning optimizer that uses additional constraints.


Applying Automated Language Translation at a Global Enterprise Level

AAAI Conferences

In 2007 we presented a paper that described the application of Natural Language Processing (NLP) and Machine Translation (MT) for the automated translation of process build instructions from English to other languages to support Ford’s assembly plants in non-English speaking countries. This project has continued to evolve with the addition of new languages and improvements to the translation process. However, we discovered that there was a large demand for automated language translation across all of Ford Motor Company and we decided to expand the scope of our project to address these requirements. This paper will describe our efforts to meet all of Ford’s internal translation requirements with AI and MT technology and focus on the challenges and lessons that we learned from applying advanced technology across an entire corporation.


Local Search for Designing Noise-Minimal Rotorcraft Approach Trajectories

AAAI Conferences

NASA and the international community are investing in the development of a commercial transportation infrastructure that includes the increased use of rotorcraft, specifically heli- copters and civil tilt rotors. However, there is significant con- cern over the impact of noise on the communities surrounding the transportation facilities. One way to address the rotorcraft noise problem is by exploiting powerful search techniques coming from artificial intelligence coupled with simulation and field tests to design low-noise flight profiles which can be tested in simulation or through field tests. This paper in- vestigates the use of simulation based on predictive physical models to facilitate the search for low-noise trajectories using local search combined with a robust noise simulator.