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Using Bisimulation for Policy Transfer in MDPs

AAAI Conferences

Knowledge transfer has been suggested as a useful approach for solving large Markov Decision Processes. The main idea is to compute a decision-making policy in one environment and use it in a different environment, provided the two are ”close enough”. In this paper, we use bisimulation-style metrics (Ferns et al., 2004) to guide knowledge transfer. We propose algorithms that decide what actions to transfer from the policy computed on a small MDP task to a large task, given the bisimulation distance between states in the two tasks. We demonstrate the inherent ”pessimism” of bisimulation metrics and present variants of this metric aimed to overcome this pessimism, leading to improved action transfer. We also show that using this approach for transferring temporally extended actions (Sutton et al., 1999) is more successful than using it exclusively with primitive actions. We present theoretical guarantees on the quality of the transferred policy, as well as promising empirical results.


Multi-Agent Plan Recognition: Formalization and Algorithms

AAAI Conferences

Multi-Agent Plan Recognition (MAPR) seeks to identify the dynamic team structures and team behaviors from the observations of the activity-sequences of a set of intelligent agents, based on a library of known team-activities (plan library). It has important applications in analyzing data from automated monitoring, surveillance, and intelligence analysis in general. In this paper, we formalize MAPR using a basic model that explicates the cost of abduction in single agent plan recognition by "flattening" or decompressing the (usually compact, hierarchical) plan library. We show that single-agent plan recognition with a decompressed library can be solved in time polynomial in the input size, while it is known that with a compressed (by partial ordering constraints) library it is NP-complete. This leads to an important insight: that although the compactness of the plan library plays an important role in the hardness of single-agent plan recognition (as recognized in the existing literature), that is not the case with multiple agents. We show, for the first time, that MAPR is NP-complete even when the (multi-agent) plan library is fully decompressed. As with previous solution approaches, we break the problem into two stages: hypothesis generation and hypothesis search. We show that Knuth's ``Algorithm X'' (with the efficient ``dancing links'' representation) is particularly suited for our model, and can be adapted to perform a branch and bound search for the second stage, in this model. We show empirically that this new approach leads to significant pruning of the hypothesis space in MAPR.


Finite-State Controllers Based on Mealy Machines for Centralized and Decentralized POMDPs

AAAI Conferences

Existing controller-based approaches for centralized and decentralized POMDPs are based on automata with output known as Moore machines. In this paper, we show that several advantages can be gained by utilizing another type of automata, the Mealy machine. Mealy machines are more powerful than Moore machines, provide a richer structure that can be exploited by solution methods, and can be easily incorporated into current controller-based approaches. To demonstrate this, we adapted some existing controller-based algorithms to use Mealy machines and obtained results on a set of benchmark domains. The Mealy-based approach always outperformed the Moore-based approach and often outperformed the state-of-the-art algorithms for both centralized and decentralized POMDPs. These findings provide fresh and general insights for the improvement of existing algorithms and the development of new ones.


Bidirectional Integration of Pipeline Models

AAAI Conferences

Traditional information extraction systems adopt pipeline strategies, which are highly ineffective and suffer from several problems such as error propagation. Typically, pipeline models fail to produce highly-accurate final output. On the other hand, there has been growing interest in integrated or joint models which explore mutual benefits and perform multiple subtasks simultaneously to avoid problems caused by pipeline models. However, building such systems usually increases computational complexity and requires considerable engineering. This paper presents a general, strongly-coupled, and bidirectional architecture based on discriminatively trained factor graphs for information extraction. First we introduce joint factors connecting variables of relevant subtasks to capture dependencies and interactions between them. We then propose a strong bidirectional MCMC sampling inference algorithm which allows information to flow in both directions to find the approximate MAP solution for all subtasks. Extensive experiments on entity identification and relation extraction using real-world data illustrate the promise of our approach.


Forest-Based Semantic Role Labeling

AAAI Conferences

Parsing plays an important role in semantic role labeling (SRL) because most SRL systems infer semantic relations from 1-best parses. Therefore, parsing errors inevitably lead to labeling mistakes. To alleviate this problem, we propose to use packed forest, which compactly encodes all parses for a sentence. We design an algorithm to exploit exponentially many parses to learn semantic relations efciently. Experimental results on the CoNLL-2005 shared task show that using forests achieves an absolute improvement of 1.2% in terms of F1 score over using 1-best parses and 0.6% over using 50-best parses.


Extracting Ontological Selectional Preferences for Non-Pertainym Adjectives from the Google Corpus

AAAI Conferences

While there has been much research into using selectional preferences for word sense disambiguation (WSD), much difficulty has been encountered. To facilitate study into this difficulty and aid in WSD in general, a database of the selectional preferences of non-pertainym prenomial adjectives extracted from the Google Web 1T 5-gram Corpus is proposed. A variety of methods for computing the preferences of each adjective over a set of noun categories from WordNet have been evaluated via simulated disambiguation of pseudohomonyms. The best method of these involves computing for each noun category the ratio of single-word common (i.e. not proper) noun lemma types which can co-occur with a given adjective to the number of single-word common noun lemmata whose estimated frequency is greater than a threshold based on the frequency of the adjective. The database produced by this procedure will be made available to the public.


CAO: A Fully Automatic Emoticon Analysis System

AAAI Conferences

This paper presents CAO, a system for affect analysis of emoticons. Emoticons are strings of symbols widely used in text-based online communication to convey emotions. It extracts emoticons from input and determines specific emotions they express. Firstly, by matching the extracted emoticons to a raw emoticon database, containing over ten thousand emoticon samples extracted from the Web and annotated automatically. The emoticons for which emotion types could not be determined using only this database, are automatically divided into semantic areas representing "mouths" or "eyes," based on the theory of kinesics. The areas are automatically annotated according to their co-occurrence in the database. The annotation is firstly based on the eye-mouth-eye triplet, and if no such triplet is found, all semantic areas are estimated separately. This provides the system coverage exceeding 3 million possibilities. The evaluation, performed on both training and test sets, confirmed the system's capability to sufficiently detect and extract any emoticon, analyze its semantic structure and estimate the potential emotion types expressed. The system achieved nearly ideal scores, outperforming existing emoticon analysis systems.


Kernelized Sorting for Natural Language Processing

AAAI Conferences

We further develop Object matching, or alignment, is an underlying problem a semi-supervised "bootstrapping" variant of kernelized for many natural language processing tasks, including document sorting that addresses the problem of noise. We compare alignment (Vu, Aw, and Zhang 2009), sentence alignment kernelized sorting with matching canonical correlation (Gale and Church 1991; Rapp 1999) and transliteration analysis (MCCA) (Haghighi et al. 2008) on a wide variety mining (Hermjakob, Knight, and Daumé III 2008; of tasks and data sets and show that these strategies are Udupa et al. 2009). For example, in document alignment, sufficient to turn kernelized sorting from an approach with we have English documents (objects) and French documents highly unpredictable performance into a viable approach for (objects) and our goal is to discover a matching between NLP problems.


What Is an Opinion About? Exploring Political Standpoints Using Opinion Scoring Model

AAAI Conferences

In this paper, we propose a generative model to automatically discover the hidden associations between topics words and opinion words. By applying those discovered hidden associations, we construct the opinion scoring models to extract statements which best express opinionists’ standpoints on certain topics. For experiments, we apply our model to the political area. First, we visualize the similarities and dissimilarities between Republican and Democratic senators with respect to various topics. Second, we compare the performance of the opinion scoring models with 14 kinds of methods to find the best ones. We find that sentences extracted by our opinion scoring models can effectively express opinionists’ standpoints.


A Temporal Proof System for General Game Playing

AAAI Conferences

A general game player is a system that understands the rules of unknown games and learns to play these games well without human intervention. A major challenge for research in General Game Playing is to endow a player with the ability to extract and prove game-specific knowledge from the mere game rules. We define a formal language to express temporally extended — yet local — properties of games. We also develop a provably correct proof theory for this language using the paradigm of Answer Set Programming, and we report on experiments with a practical implementation of this proof system in combination with a successful general game player.