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Conditional Importance Networks: A Graphical Language for Representing Ordinal, Monotonic Preferences over Sets of Goods

AAAI Conferences

While there are several languages for representing combinatorial preferences over sets of alternatives, none of these are well-suited to the representation of ordinal preferences over sets of goods (which are typically required to be monotonic). We propose such a language, taking inspiration from previous work on graphical languages for preference representation, specifically CP-nets, and introduce conditional importance networks (CI-nets).  A CI-net includes statements of the form "if I have a set A of goods, and I do not have any of the goods from some other set B, then I prefer the set of goods C over the set of goods D." We investigate expressivity and complexity issues for CI-nets. Then we show that CI-nets are well-suited to the description of fair division problems.


Topic Tracking Model for Analyzing Consumer Purchase Behavior

AAAI Conferences

We propose a new topic model for tracking time-varying consumer purchase behavior, in which consumer interests and item trends change over time. The proposed model can adaptively track changes in interests and trends based on current purchase logs and previously estimated interests and trends. The online nature of the proposed method means we do not need to store past data for current inferences and so we can considerably reduce the computational cost and the memory requirement. We use real purchase logs to demonstrate the effectiveness of the proposed method in terms of the prediction accuracy of purchase behavior and the computational cost of the inference.


Streamed Learning: One-Pass SVMs

AAAI Conferences

We present a streaming model for large-scale classification (in the context of ℓ2 -SVM) by leveraging connections between learning and computational geometry. The streaming model imposes the constraint that only a single pass over the data is allowed. The ℓ2 -SVM is known to have an equivalent formulation in terms of the minimum enclosing ball (MEB) problem, and an efficient algorithm based on the idea of core sets exists (CVM) [Tsang et al., 2005]. CVM learns a (1 + ε)-approximate MEB for a set of points and yields an approximate solution to corresponding SVM instance. However CVM works in batch mode requiring multiple passes over the data. This paper presents a single-pass SVM which is based on the minimum enclosing ball of streaming data. We show that the MEB updates for the streaming case can be easily adapted to learn the SVM weight vector in a way similar to using online stochastic gradient updates. Our algorithm performs polylogarithmic computation at each example, and requires very small and constant storage. Experimental results show that, even in such restrictive settings, we can learn efficiently in just one pass and get accuracies comparable to other state-of-the-art SVM solvers (batch and online). We also give an analysis of the algorithm, and discuss some open issues and possible extensions.


Trees of Shortest Paths Versus Steiner Trees: Understanding and Improving Delete Relaxation Heuristics

AAAI Conferences

Heuristic search using heuristics extracted from the delete relaxation is one of the most effective methods in planning. Since finding the optimal solution of the delete relaxation is intractable, various heuristics introduce independence assumptions, the implications of which are not yet fully understood. Here we use concepts from graph theory to show that in problems with unary action preconditions, the delete relaxation is closely related to the Steiner Tree problem, and that the independence assumption for the set of goals results in a tree-of-shortest-paths approximation. We analyze the limitations of this approximation and develop an alternative method for computing relaxed plans that addresses them. The method is used to guide a greedy best-first search, where it is shown to improve plan quality and coverage over several benchmark domains.


A Characterisation of Strategy-Proofness for Grounded Argumentation Semantics

AAAI Conferences

Recently, Argumentation Mechanism Design (ArgMD) was introduced as a new paradigm for studying argumentation among self-interested agents using game-theoretic techniques. Preliminary results showed a condition under which a direct mechanism based on Dung's grounded semantics is strategy-proof (i.e. truth enforcing). But these early results dealt with a highly restricted form of agent preferences, and assumed agents can only hide, but not lie about, arguments. In this paper, we characterise strategy-proofness under grounded semantics for a more realistic preference class (namely, focal arguments). We also provide the first analysis of the case where agents can lie.


Incorporating User Behaviors in New Word Detection

AAAI Conferences

In this paper, we proposed a novel method to detect new words in domain-specific fields based on user behaviors. First, we select the most representative words from domain-specific lexicon. Then combining with user behaviors, we try to discover the potential experts in this field who use those terminologies frequently. Finally, we make further efforts to identify new words from behaviors of those experts. Words used much more frequently in this community than others are most probably new words. In brief, our method follows a collaborative filtering way: first from words to find professional experts, then from experts to discover new words, which is different from the traditional new word detection methods. Our method achieves up to 0.86 in accuracy on a computer science related data set. Moreover, the proposed method can be easily extended to related words retrieval task. We compare our method with Google Sets and Bayesian Sets. Experiments show that our method and Bayesian Sets gives better results than Google Sets.


Trading Off Solution Quality for Faster Computation in DCOP Search Algorithms

AAAI Conferences

Distributed Constraint Optimization (DCOP) is a key technique for solving agent coordination problems. Because finding cost-minimal DCOP solutions is NP-hard, it is important to develop mechanisms for DCOP search algorithms that trade off their solution costs for smaller runtimes. However, existing tradeoff mechanisms do not provide relative error bounds. In this paper, we introduce three tradeoff mechanisms that provide such bounds, namely the Relative Error Mechanism, the Uniformly Weighted Heuristics Mechanism and the Non-Uniformly Weighted Heuristics Mechanism, for two DCOP algorithms, namely ADOPT and BnB-ADOPT. Our experimental results show that the Relative Error Mechanism generally dominates the other two tradeoff mechanisms for ADOPT and the Uniformly Weighted Heuristics Mechanism generally dominates the other two tradeoff mechanisms for BnB-ADOPT.


Efficient Estimation of Influence Functions for SIS Model on Social Networks

AAAI Conferences

We address the problem of efficiently estimating the influence function of initially activated nodes in a social network under the susceptible / infected / susceptible (SIS) model, a diffusion model where nodes are allowed to be activated multiple times. The computational complexity drastically increases because of this multiple activation property. We solve this problem by constructing a layered graph from the original social network with each layer added on top as the time proceeds, and applying the bond percolation with a pruning strategy. We show that the computational complexity of the proposed method is much smaller than the conventional naive probabilistic simulation method by a theoretical analysis and confirm this by applying the proposed method to two real world networks.


Inverse Reinforcement Learning in Partially Observable Environments

AAAI Conferences

Inverse reinforcement learning (IRL) is the problem of recovering the underlying reward function from the behaviour of an expert. Most of the existing algorithms for IRL assume that the expert's environment is modeled as a Markov decision process (MDP), although they should be able to handle partially observable settings in order to widen the applicability to more realistic scenarios. In this paper, we present an extension of the classical IRL algorithm by Ng and Russell to partially observable environments. We discuss technical issues and challenges, and present the experimental results on some of the benchmark partially observable domains.


Testing Edges by Truncations

AAAI Conferences

We consider the problem of testing whether two variables should be adjacent (either due to a direct effect between them, or due to a hidden common cause) given an observational distribution, and a set of causal assumptions encoded as a causal diagram. In other words, given a set of edges in the diagram known to be true, we are interested in testing whether another edge ought to be in the diagram. In fully observable faithful models this problem can be easily solved with conditional independence tests. Latent variables make the problem significantly harder since they can imply certain non-adjacent variable pairs, namely those connected by so called inducing paths, are not independent conditioned on any set of variables. We characterizewhich variable pairs can be determined to be non-adjacent by a class of constraints due to dormant independence, that is conditional independence in identifiable interventional distributions. Furthermore, we show that particular operations on joint distributions, which we call truncations are sufficient for exhibiting these non-adjacencies.This suggests a causal discovery procedure taking advantage of these constraints in the latent variable case can restrict itself to truncations.