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Human-Agent Auction Interactions: Adaptive-Aggressive Agents Dominate

AAAI Conferences

We report on results from experiments where human traders interact with software-agent traders in a real-time asynchronous continuous double auction (CDA) experimental economics system. Our experiments are inspired by the seminal work reported by IBM at IJCAI 2001, where it was demonstrated that software-agent traders could consistently outperform human traders in real-time CDA markets. IBM tested two trading-agent strategies, ZIP and a modified version of GD, and in a subsequent paper they reported on a new strategy called GDX that was demonstrated to outperform GD and ZIP in agent vs. agent CDA competitions, on which basis it was claimed that GDX "...may offer the best performance of any published CDA bidding strategy.". In this paper, we employ experiment methods similar to those pioneered by IBM to test the performance of "Adaptive Aggressive" (AA) algorithmic traders. The results presented here confirm Vytelingum's claim that AA outperforms ZIP, GD, and GDX in agent vs. agent experiments. We then present the first results from testing AA against human traders in human vs. agent CDA experiments, and demonstrate that AA's performance against human traders is superior to that of ZIP, GD, and GDX. We therefore claim that, on the basis of the available evidence, AA may offer the best performance of any published bidding strategy.


Regret Minimization in Multiplayer Extensive Games

AAAI Conferences

The counterfactual regret minimization (CFR) algorithm is state-of-the-art for computing strategies in large games and other sequential decision-making problems. Little is known, however, about CFR in games with more than 2 players. This extended abstract outlines research towards a better understanding of CFR in multiplayer games and new procedures for computing even stronger multiplayer strategies. We summarize work already completed that investigates techniques for creating "expert" strategies for playing smaller sub-games, and work that proves CFR avoids classes of undesirable strategies. In addition, we provide an outline of our future research direction. Our goals are to apply regret minimization to the problem of playing multiple games simultaneously, and augment CFR to achieve effective on-line opponent modelling of multiple opponents. The objective of this research is to build a world-class computer poker player for multiplayer Limit Texas Hold'em.


Adaptive Data Compression for Robot Perception

AAAI Conferences

This paper concerns the creation of an efficient, continuous, non-parametric representation of surfaces implicit in 3D laser data as typically recorded by mobile robots. Our approach explicitly leverages the probabilistic nature of Gaussian Process regression to provide for a principled, adaptive subsampling which automatically prunes redundant data. The algorithm places no restriction on the complexity of the underlying surfaces and enables predictions at arbitrary locations and densities. We present results using real and synthetic data and show that our approach attains decimation factors in excess of two orders of magnitude without significant degradation in fidelity of the workspace reconstructions.


A Wikipedia Based Semantic Graph Model for Topic Tracking in Blogosphere

AAAI Conferences

There are two key issues for information diffusion in blogosphere: (1) blog posts are usually short, noisy and contain multiple themes, (2) information diffusion through blogosphere is primarily driven by the “word-of-mouth” effect, thus making topics evolve very fast. This paper presents a novel topic tracking approach to deal with these issues by modeling a topic as a semantic graph in which the semantic relatedness between terms are learned from Wikipedia. For a given topic/post, the named entities, Wikipedia concepts, and the semantic relatedness are extracted to generate the graph model. Noises are filtered out through a graph clustering algorithm. To handle topic evolution, the topic model is enriched by using Wikipedia as background knowledge. Furthermore, graph edit distance is used to measure the similarity between a topic and its posts. The proposed method is tested using real-world blog data. Experimental results show the advantage of the proposed method on tracking topics in short, noisy text.


Integrating Learning into a BDI Agent for Environments with Changing Dynamics

AAAI Conferences

We propose a framework that adds learning for improving plan selection in the popular BDI agent programming paradigm. In contrast with previous proposals, the approach given here is able to scale up well with the complexity of the agent's plan library. Technically, we develop a novel confidence measure which allows the agent to adjust its reliance on the learning dynamically, facilitating in principle infinitely many (re)learning phases. We demonstrate the benefits of the approach in an example controller for energy management.


Interfacing Virtual Agents With Collaborative Knowledge: Open Domain Question Answering Using Wikipedia-Based Topic Models

AAAI Conferences

This paper is concerned with the use of conversational agents as an interaction paradigm for accessing open domain encyclopedic knowledge by means of Wikipedia. More precisely, we describe a dialogue-based question answering system for German which utilizes Wikipedia-based topic models as a reference point for context detection and answer prediction. We investigate two different per- spectives to the task of interfacing virtual agents with collaborative knowledge. First, we exploit the use of Wikipedia categories as a basis for identifying the broader topic of a spoken utterance. Second, we describe how to enhance the conversational behavior of the virtual agent by means of a Wikipedia-based question answering component which incorporates the question topic. At large, our approach identifies topic-related focus terms of a user’s question, which are subsequently mapped onto a category taxonomy. Thus, we utilize the taxonomy as a reference point to derive topic labels for a user’s question. The employed topic model is thereby based on explicitly given concepts as represented by the document and category structure of the Wikipedia knowledge base. Identified topic categories are subsequently combined with different linguistic filtering methods to improve answer candidate retrieval and reranking. Results show that the topic model approach contributes to an enhancement of the conversational behavior of virtual agents.


Buried Utility Pipeline Mapping Based on Multiple Spatial Data Sources: A Bayesian Data Fusion Approach

AAAI Conferences

Statutory records of underground utility apparatus (such as pipes andcables) are notoriously inaccurate, so street surveys are usually undertakenbefore road excavation takes place to minimize the extent and duration ofexcavation and for health and safety reasons. This involves the use ofsensors such as Ground Penetrating Radar (GPR). The GPR scans are thenmanually interpreted and combined with the expectations from the utilityrecords and other data such as surveyed manholes. The task is complex owingto the difficulty in interpreting the sensor data, and the spatialcomplexity and extent of under street assets. We explore the application ofAI techniques, in particular Bayesian data fusion (BDF), to automaticallygenerate maps of buried apparatus. Hypotheses about the spatial location anddirection of buried assets are extracted by identifying hyperbolae in theGPR scans. The spatial location of surveyed manholes provides further inputto the algorithm, as well as the prior expectations from the statutoryrecords. These three data sources are used to produce the most probable mapof the buried assets. Experimental results on real and simulated data setsare presented.


Model Checking Knowledge in Pursuit Evasion Games

AAAI Conferences

In a pursuit-evasion game, one or more pursuers aim to discover the existence of, and then capture, an evader. The paper studies pursuit-evasion games in which players may have incomplete information concerning the game state. A methodology is presented for the application of a model checker for the logic of knowledge and time to verify epistemic properties in such games. Experimental results are provided from a number of case studies that validate the feasibility of the approach.


Plan Recognition in Virtual Laboratories

AAAI Conferences

This paper presents a plan recognition algorithm for inferring student behavior using virtual science laboratories. The algorithm extends existing plan recognition technology and was integrated with an existing educational application for chemistry. Automatic recognition of students’ activities in virtual laboratories can provide important information to teachers as well as serve as the basis for intelligent tutoring. Student use of virtual laboratories presents several challenges: Students may repeat activities indefinitely, interleave between activities, and engage in exploratory behavior using trial-anderror. The plan recognition algorithm uses a recursive grammar that heuristically generates plans on the fly, taking into account chemical reactions and effects to determine students’ intended high-level actions. The algorithm was evaluated empirically on data obtained from college students using virtual laboratory software for teaching chemistry. Results show that the algorithm was able to (1) infer the plans used by students to construct their models; (2) recognize such key processes as titration and dilution when they occurred in students’ work; (3) identify partial solutions; (4) isolate sequences of actions that were part of a single error.


Increasing the Scalability of the Fitting of Generalised Block Models for Social Networks

AAAI Conferences

In recent years, the summarisation and decomposition of social networks has become increasingly popular, from community finding to role equivalence. However, these approaches concentrate on one type of model only. Generalised block modelling decomposes a network into independent, interpretable, labeled blocks, where the block labels summarise the relationship between two sets of users. Existing algorithms for fitting generalised block models do not scale beyond networks of 100 vertices. In this paper, we introduce two new algorithms, one based on genetic algorithms and the other on simulated annealing, that is at least two orders of magnitude faster than existing algorithms and obtaining similar accuracy. Using synthetic and real datasets, we demonstrate their efficiency and accuracy and show how generalised block modelling and our new approaches enable tractable network summarisation and modelling of medium sized networks.