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Approximate Coalition Structure Generation

AAAI Conferences

Coalition formation is a fundamental problem in multi-agent systems. In characteristic function games (CFGs), each coalition C of agents is assigned a value indicating the joint utility those agents will receive if C is formed. CFGs are an important class of cooperative games; however, determining the optimal coalition structure, partitioning of the agents into a set of coalitions that maximizes the social welfare, currently requires O (3 n ) time for n agents. In light of the high computational complexity of the coalition structure generation problem, a natural approach is to relax the optimality requirement and attempt to find an approximate solution that is guaranteed to be close to optimal. Unfortunately, it has been shown that guaranteeing a solution within any factor of the optimal requires ฮฉ(2 n ) time. Thus, the best that can be hoped for is to find an algorithm that returns solutions that are guaranteed to be as close to the optimal as possible, in as close to O (2 n ) time as possible. This paper contributes to the state-of-the-art by presenting an algorithm that achieves better quality guarantees with lower worst case running times than all currently existing algorithms. Our approach is also the first algorithm to guarantee a constant factor approximation ratio, 1/8, in the optimal time of O (2 n . The previous best ratio obtainable in O (2 n ) was 2/ n .


Using Closed Captions as Supervision for Video Activity Recognition

AAAI Conferences

Recognizing activities in real-world videos is a difficult problem exacerbated by background clutter, changes in camera angle & zoom, and rapid camera movements. Large corpora of labeled videos can be used to train automated activity recognition systems, but this requires expensive human labor and time. This paper explores how closed captions that naturally accompany many videos can act as weak supervision that allows automatically collecting "labeled" data for activity recognition. We show that such an approach can improve activity retrieval in soccer videos. Our system requires no manual labeling of video clips and needs minimal human supervision. We also present a novel caption classifier that uses additional linguistic information to determine whether a specific comment refers to an ongoing activity. We demonstrate that combining linguistic analysis and automatically trained activity recognizers can significantly improve the precision of video retrieval.


Urban Security: Game-Theoretic Resource Allocation in Networked Domains

AAAI Conferences

Law enforcement agencies frequently must allocate limited resources to protect targets embedded in a network, such as important buildings in a city road network. Since intelligent attackers may observe and exploit patterns in the allocation, it is crucial that the allocations be randomized. We cast this problem as an attacker-defender Stackelberg game: the defenderโ€™s goal is to obtain an optimal mixed strategy for allocating resources. The defenderโ€™s strategy space is exponential in the number of resources, and the attackerโ€™s exponential in the network size. Existing algorithms are therefore useless for all but the smallest networks. We present a solution approach based on two key ideas: (i) A polynomial-sized game model obtained via an approximation of the strategy space, solved efficiently using a linear program; (ii) Two efficient techniques that map solutions from the approximate game to the original, with proofs of correctness under certain assumptions. We present in-depth experimental results, including an evaluation on part of the Mumbai road network.


News Recommendation in Forum-Based Social Media

AAAI Conferences

Self-publication of news on Web sites is becoming a common application platform to enable more engaging interaction among users. Discussion in the form of comments following news postings can be effectively facilitated if the service provider can recommend articles based on not only the original news itself but also the thread of changing comments. This turns the traditional news recommendation to a "discussion moderator" that can intelligently assist online forums. In this work, we present a framework to implement such adaptive news recommendation. In addition, to alleviate the problem of recommending essentially identical articles, the relationship (duplication, generalization or specialization) between suggested news articles and the original posting is investigated. Experiments indicate that our proposed solutions provide an enhanced news recommendation service in forum-based social media.


Searching Without a Heuristic: Efficient Use of Abstraction

AAAI Conferences

In problem domains where an informative heuristic evaluation function is not known or not easily computed, abstraction can be used to derive admissible heuristic values. Optimal path lengths in the abstracted problem are consistent heuristic estimates for the original problem. Pattern databases are the traditional method of creating such heuristics, but they exhaustively compute costs for all abstract states and are thus usually appropriate only when all instances share the same single goal state. Hierarchical heuristic search algorithms address these shortcomings by searching for paths in the abstract space on an as-needed basis. However, existing hierarchical algorithms search less efficiently than pattern database constructors: abstract nodes may be expanded many times during the course of a base-level search. We present a novel hierarchical heuristic search algorithm, called Switchback, that uses an alternating direction of search to avoid abstract node re-expansions. This algorithm is simple to implement and demonstrates superior performance to existing hierarchical heuristic search algorithms on several standard benchmarks.


Assisting Users with Clustering Tasks by Combining Metric Learning and Classification

AAAI Conferences

Interactive clustering refers to situations in which a human labeler is willing to assist a learning algorithm in automatically clustering items. We present a related but somewhat different task, assisted clustering, in which a user creates explicit groups of items from a large set and wants suggestions on what items to add to each group. While the traditional approach to interactive clustering has been to use metric learning to induce a distance metric, our situation seems equally amenable to classification. Using clusterings of documents from human subjects, we found that one or the other method proved to be superior for a given cluster, but not uniformly so. We thus developed a hybrid mechanism for combining the metric learner and the classifier. We present results from a large number of trials based on human clusterings, in which we show that our combination scheme matches and often exceeds the performance of a method which exclusively uses either type of learner.



Lazy Theta*: Any-Angle Path Planning and Path Length Analysis in 3D

AAAI Conferences

Grids with blocked and unblocked cells are often used to represent continuous 2D and 3D environments in robotics and video games. The shortest paths formed by the edges of 8-neighbor 2D grids can be up to 8% longer than the shortest paths in the continuous environment. Theta* typically finds much shorter paths than that by propagating information along graph edges (to achieve short runtimes) without constraining paths to be formed by graph edges (to find short "any-angle" paths). We show in this paper that the shortest paths formed by the edges of 26-neighbor 3D grids can be 13% longer than the shortest paths in the continuous environment, which highlights the need for smart path planning algorithms in 3D. Theta* can be applied to 3D grids in a straight-forward manner, but it performs a line-of-sight check for each unexpanded visible neighbor of each expanded vertex and thus it performs many more line-of-sight checks per expanded vertex on a 26-neighbor 3D grid than on an 8-neighbor 2D grid. We therefore introduce Lazy Theta*, a variant of Theta* which uses lazy evaluation to perform only one line-of-sight check per expanded vertex (but with slightly more expanded vertices). We show experimentally that Lazy Theta* finds paths faster than Theta* on 26-neighbor 3D grids, with one order of magnitude fewer line-of-sight checks and without an increase in path length.


Subjective Trust Inference in Composite Services

AAAI Conferences

In Service-Oriented Computing (SOC) environments, the trustworthiness of each service is critical for a service client when selecting one from a large pool of services. The trust value of a service is usually in the range of [0,1] and is evaluated from the ratings given by service clients, which represent the subjective belief of these service clients on the satisfaction of delivered services. So a trust value can be taken as the subjective probability, with which one party believes that another party can perform an action in a certain situation. Hence, subjective probability theory should be adopted in trust evaluation. In addition, in SOC environments, a service usually invokes other services offered by different service providers forming a composite service. Thus, the global trust of a composite service should be evaluated based on complex invocation structures. In this paper, firstly, based on Bayesian inference, we propose a novel method to evaluate the subjective trustworthiness of a service component from a series of ratings given by service clients. Secondly, we interpret the trust dependency caused by service invocations as conditional probability, which is evaluated based on the subjective trust values of service components. Furthermore, we propose a joint subjective probability method to evaluate the subjective global trust of a composite service on the basis of trust dependency. Finally, we introduce the results of our conducted experiments to illustrate the properties of our proposed subjective global trust inference method.


Learning Causal Models of Relational Domains

AAAI Conferences

Methods for discovering causal knowledge from observational data have been a persistent topic of AI research for several decades. Essentially all of this work focuses on knowledge representations for propositional domains. In this paper, we present several key algorithmic and theoretical innovations that extend causal discovery to relational domains. We provide strong evidence that effective learning of causal models is enhanced by relational representations. We present an algorithm, relational PC, that learns causal dependencies in a state-of-the-art relational representation, and we identify the key representational and algorithmic innovations that make the algorithm possible. Finally, we prove the algorithm's theoretical correctness and demonstrate its effectiveness on synthetic and real data sets.