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Interactive Bootstrapped Learning for End-User Programming
Freed, Michael (SRI International, Inc.) | Bryce, Daniel (Utah State University) | Shen, Jiaying (SRI International, Inc.) | O' (SRI International, Inc.) | Rielly, Ciaran
End-user programming raises the possibility that the people who know best what a software system should do will be able to customize, remedy original programming defects and adapt systems as requirements change. As computing increasingly enters the home and workplace, the need for such tools is high, but state of practice approaches offer very limited capability. We describe the Interactive Bootstrapped Learning (iBL) system which allows users to modify code by interactive teaching similar to human instruction. It builds on an earlier system focused on exploring how machine learning can be used to compensate for limited instructional content. iBL provides an end-to-end solution in which user-iBL dialog gradually refines a hypothesis about what transformation to a target code base will best achieve user intent. The approach integrates elements of many AI technologies including machine learning, dialog management, AI planning and automated model construction.
A Network View of Human Ingestion and Health: Instrumental Artificial Intelligence
Edgell, Robert Anthony (American University) | Vogl, Roland (Stanford University)
Humans are confronted with an increasingly complex array of ingestion substances and dietary choices that influence health and well being. However, even with strong medical evidence that clearly links ingestion strategies and heath consequences, the general public struggles to make health-optimizing ingestion decisions. Based on our literature review, we delineate a typology of barriers to formulating health-optimizing ingestion strategies. We propose that the introduction of artificial intelligence (AI) as “decision management” (AI-DM) technology into the ingestion decision-making network would increase the likelihood of more predictable and optimized health outcomes. Also, we delineate the key informational constituencies needed to enable a comprehensive and effective AI-DM system. While no author has yet proposed AI in the particular context discussed in this paper, the theoretical and empirical literature suggests that this might be possible. We conclude by discussing areas for additional research.
When Did You Start Doing that Thing that You Do? Interactive Activity Recognition and Prompting
Chu, Yi (University of Rochester) | Song, Young Chol (University of Rochester) | Henry, Kautz (University of Rochester) | Levinson, Richard (Attention Control System)
We present a model of interactive activity recognition and prompting for use in an assistive system for persons with cognitive disabilities. The system can determine the user’s state by interpreting sensor data and/or by explicitly querying the user, and can prompt the user to begin or end tasks. The objective of the system is to help the user maintain a daily schedule of activities while minimizing interruptions from questions or prompts. The model is built upon an option-based hierarchical POMDP. Options can be programmed and customized to specify complex routines for prompting or questioning. Novel aspects of the model include (1) the introduction of adaptive options, which employ a lightweight user model and are able to provide near-optimal performance with little exploration; (2) a restricted-inquiry dual-control algorithm that can appeal for help from the user when sensor data is ambiguous; and (3) a combined filtering / most likely-sequence algorithm for activities determining the beginning and ending time points of the user’s activities. Experiments show that each of these features contributes to the robustness of the model.
Leadership Games and their Application in Super-Peer Networks
Walsh, Thomas John (University of Arizona) | Taheri, Javad (University of Arizona) | Wright, Jeremy Bryan (University of Arizona) | Cohen, Paul (University of Arizona)
This paper considers a setting where a single ``leadership agent'' intervenes in a multi-agent system through actions that (perhaps subtly) change the dynamics of the system. We describe a number of forms this intervention can take and compare these situations to settings in previous work. We identify two important effects of leadership: faster system convergence, and convergence to a better equilibrium. Empirically, we first explore these properties in leadership of algorithms engaged in classical 2-player games. We then apply this general framework to the leadership of a super-peer file-sharing network. In these experiments the network contains some agents that make locally greedy decisions that hamper the network as a whole. We show that a leader acting based on a more global criteria can push the system to a better equilibrium point as well as speeding up convergence. We also show how a mathematical approximation of such super-peer networks can be used to aid a leader in determining a minimum-cost intervention strategy.
Toward Addressing Human Behavior with Observational Uncertainty in Security Games
Pita, James (University of Southern California) | Yang, Rong (University of Southern California) | Tambe, Milind (University of Southern California) | John, Richard (University of Southern California)
Stackelberg games have recently gained significant attention for resource allocation decisions in security settings. One critical assumption of traditional Stackelberg models is that all players are perfectly rational and that the followers perfectly observe the leader’s strategy. However, in real-world security settings, security agencies must deal with human adversaries who may not always follow the utility maximizing rational strategy. Accounting for these likely deviations is important since they may adversely affect the leader’s (security agency’s) utility. In fact, a number of behavioral gametheoretic models have begun to emerge for these domains. Two such models in particular are COBRA (Combined Observability and Bounded Rationality Assumption) and BRQR (Best Response to Quantal Response), which have both been shown to outperform game-theoretic optimal models against human adversaries within a security setting based on Los Angeles International Airport (LAX). Under perfect observation conditions, BRQR has been shown to be the leading contender for addressing human adversaries. In this work we explore these models under limited observation conditions. Due to human anchoring biases, BRQR’s performance may suffer under limited observation conditions. An anchoring bias is when, given no information about the occurrence of a discrete set of events, humans will tend to assign an equal weight to the occurrence of each event (a uniform distribution). This study makes three main contributions: (i) we incorporate an anchoring bias into BRQR to improve performance under limited observation; (ii) we explore finding appropriate parameter settings for BRQR under limited observation; (iii) we compare BRQR’s performance versus COBRA under limited observation conditions.
Computing Randomized Security Strategies in Networked Domains
Letchford, Joshua (Duke University) | Vorobeychik, Yevgeniy (Sandia National Laboratories)
Traditionally, security decisions have been made without explicitly accounting for adaptive, intelligent attackers. Recent game theoretic security models have explicitly included attacker response in computing randomized security policies. Techniques to date, however, generally fail to explicitly account for interdependence between the targets to be secured, which is of vital importance in a variety of domains, including cyber, supply chain, and critical infrastructure security. We introduce a novel framework for computing optimal randomized security policies in networked domains which extends previous approaches in two ways. First, we extend previous linear programming techniques for Stackelberg security games to incorporate benefits and costs of arbitrary security configurations on individual assets. Second, we offer a principled model of failure cascades that allows us to capture both the direct and indirect value of assets. Finally, we use our framework to analyze four models, two based on random graph generation models, a simple model of interdependence between critical infrastructure and key resource sectors, and a model of the Fedwire interbank payment network.
Addressing Execution and Observation Error in Security Games
Jain, Manish (University of Southern California) | Yin, Zhengyu ( University of Southern California ) | Tambe, Milind ( University of Southern California ) | Ordóñez, Fernando (University of Southern California and University of Chile (Santiago))
Attacker-defender Stackelberg games have become a popular game-theoretic approach for security with deployments for LAX Police, the FAMS and the TSA. Unfortunately, most of the existing solution approaches do not model two key uncertainties of the real-world: there may be noise in the defender’s execution of the suggested mixed strategy and/or the observations made by an attacker can be noisy. In this paper, we analyze a framework to model these uncertainties, and demonstrate that previous strategies perform poorly in such uncertain settings. We also analyze RECON, a novel algorithm that computes strategies for the defender that are robust to such uncertainties, and explore heuristics that further improve RECON’s efficiency.
Strategy Purification
Ganzfried, Sam (Carnegie Mellon University) | Sandholm, Tuomas (Carnegie Mellon University) | Waugh, Kevin (Carnegie Mellon University)
There has been significant recent interest in computing effective practical strategies for playing large games. Most prior work involves computing an approximate equilibrium strategy in a smaller abstract game, then playing this strategy in the full game. In this paper, we present a modification of this approach that works by constructing a deterministic strategy in the full game from the solution to the abstract game; we refer to this procedure as purification. We show that purification, and its generalization which we call thresholding, lead to significantly stronger play than the standard approach in a wide variety of experimental domains. First, we show that purification improves performance in random 4x4 matrix games using random 3x3 abstractions. We observe that whether or not purification helps in this setting depends crucially on the support of the equilibrium in the full game, and we precisely specify the supports for which purification helps. Next we consider a simplifed version of poker called Leduc Hold'em; again we show that purification leads to a significant performance improvement over the standard approach, and furthermore that whenever thresholding improves a strategy, the biggest improvement is often achieved using full purification. Finally, we consider actual strategies that used our algorithms in the 2010 AAAI Computer Poker Competition. One of our programs, which uses purification, won the two-player no-limit Texas Hold'em bankroll division. Furthermore, experiments in two-player limit Texas Hold'em show that these performance gains do not necessarily come at the expense of worst-case exploitability and that our algorithms can actually produce strategies with lower exploitabilities than the standard approach.
Normalizing Microtext
Xue, Zhenzhen (Lehigh University) | Yin, Dawei (Lehigh University) | Davison, Brian D. (Lehigh University)
The use of computer mediated communication has resulted in a new form of written text--Microtext--which is very different from well-written text. Tweets and SMS messages, which have limited length and may contain misspellings, slang, or abbreviations, are two typical examples of microtext. Microtext poses new challenges to standard natural language processing tools which are usually designed for well-written text. The objective of this work is to normalize microtext, in order to produce text that could be suitable for further treatment. We propose a normalization approach based on the source channel model, which incorporates four factors, namely an orthographic factor, a phonetic factor, a contextual factor and acronym expansion. Experiments show that our approach can normalize Twitter messages reasonably well, and it outperforms existing algorithms on a public SMS data set.
A Comparison between Microblog Corpus and Balanced Corpus from Linguistic and Sentimental Perspectives
Tang, Yi-jie (National Taiwan University) | Li, Chang-Ye (National Taiwan University) | Chen, Hsin-Hsi (National Taiwan University)
While microblogging has gained popularity on the Internet, analyzing and processing short messages has become a challenging task in natural language processing. This paper analyzes the differences between Internet short messages (or “microtext”) and general articles by comparing the Plurk Corpus and the Sinica Balanced Corpus. Likelihood ratio and the tóngyìcícílín thesaurus are adopted to analyze the lexical semantics of frequent terms in each corpus. Furthermore, the NTUSD sentiment dictionary is used to compare the sentiment distribution of the two corpora. The result is also applied to sentiment transition analysis.