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Solving Strong-Fault Diagnostic Models by Model Relaxation

AAAI Conferences

In Model-Based Diagnosis (MBD), the problem of computing a diagnosis in a strong-fault model (SFM) is computationally much harder than in a weak-fault model (WFM). For example, in propositional Horn models, computing the first minimal diagnosis in a weak-fault model (WFM) is in P but is NP-hard for strong-fault models. As a result, SFM problems of practical significance have not been studied in great depth within the MBD community. In this paper we describe an algorithm that renders the problem of computing a diagnosis in several important SFM subclasses no harder than a similar computation in a WFM. We propose an approach for efficiently computing minimal diagnoses for these subclasses of SFM that extends existing conflict-based algorithms like GDE (Sherlock) and CDA*. Experiments on ISCAS85 combinational circuits show (1) inference speedups with CDA* of up to a factor of 8, and (2) an average of 28% reduction in the average conflict size, at the price of an extra low-polynomial-time consistency check for a candidate diagnosis.


A Visual Approach to Sketched Symbol Recognition

AAAI Conferences

There is increasing interest in building systems that can automatically interpret hand-drawn sketches. However, many challenges remain in terms of recognition accuracy, robustness to different drawing styles, and ability to generalize across multiple domains. To address these challenges, we propose a new approach to sketched symbol recognition that focuses on the visual appearance of the symbols. This allows us to better handle the range of visual and stroke-level variations found in freehand drawings. We also present a new symbol classifier that is computationally efficient and invariant to rotation and local deformations. We show that our method exceeds state-of-the-art performance on all three domains we evaluated, including handwritten digits, PowerPoint shapes, and electrical circuit symbols.


Preference Learning with Extreme Examples

AAAI Conferences

In this paper, we consider a general problem of semi-supervised preference learning, in which we assume that we have the information of the extreme cases and some ordered constraints, our goal is to learn the unknown preferences of the other places. Taking the potential housing place selection problem as an example, we have many candidate places together with their associated information (e.g., position, environment), and we know some extreme examples (i.e., several places are perfect for building a house, and several places are the worst that cannot build a house there), and we know some partially ordered constraints (i.e., for two places, which place is better), then how can we judge the preference of one potential place whose preference is unknown beforehand? We propose a Bayesian framework based on Gaussian process to tackle this problem, from which we not only solve for the unknown preferences, but also the hyperparameters contained in our model.


Word Sense Disambiguation for All Words Without Hard Labor

AAAI Conferences

While the most accurate word sense disambiguation systems are built using supervised learning from sense-tagged data, scaling them up to all words of a language has proved elusive, since preparing a sense-tagged corpus for all words of a language is time-consuming and human labor intensive. In this paper, we propose and implement a completely automatic approach to scale up word sense disambiguation to all words of English.ย  Our approach relies on English-Chinese parallel corpora, English-Chinese bilingual dictionaries, and automatic methods of finding synonyms of Chinese words. No additional human sense annotations or word translations are needed. We conducted a large-scale empirical evaluation on more than 29,000 noun tokens in English texts annotated in OntoNotes 2.0, based on its coarse-grained sense inventory.ย  The evaluation results show that our approach is able to achieve high accuracy, outperforming the first-sense baseline and coming close to a prior reported approach that requires manual human efforts to provide Chinese translations of English senses.


How Hard Is It to Control Sequential Elections Via the Agenda?

AAAI Conferences

Voting on multiple related issues is an important and difficult problem. The key difficulty is that the number of alternatives is exponential in the number of issues, and hence it is infeasible for the agents to rank all the alternatives. A simple approach is to vote on the issues one at a time, in sequence; however, a drawback is that the outcome may depend on the order in which the issues are voted upon and decided, which gives the chairperson some control over the outcome of the election because she can strategically determine the order. While this is undeniably a negative feature of sequential voting, in this paper we temper this judgment by showing that the chairperson's control problem is, in most cases, computationally hard.


Regular Path Queries in Expressive Description Logics with Nominals

AAAI Conferences

Reasoning over complex queries in the DLs underlying OWL 2 is ofย  importance in several application domains.ย  We provide decidability and (tight) upper bounds for the problem of checking entailment and containment of positive regular path queries under various combinations of constructs used in such expressive DLs; specifically: regular expressions and (safe) Booleans over roles, and allowing for the combination of any two constructs among inverse roles, qualified number restrictions, and nominals.ย  Our results carry over also to the DLs of the SR family, and thus have a direct impact on OWL 2.


Generalized First Order Decision Diagrams for First Order Markov Decision Processes

AAAI Conferences

First order decision diagrams (FODD) were recently introduced as a compact knowledge representation expressing functions over relational structures. FODDs represent numerical functions that, when constrained to the Boolean range, use only existential quantification. Previous work developed a set of operations over FODDs, showed how they can be used to solve relational Markov decision processes (RMDP) using dynamic programming algorithms, and demonstrated their success in solving stochastic planning problems from the International Planning Competition in the system FODD-Planner. A crucial ingredient of this scheme is a set of operations to remove redundancy in decision diagrams, thus keeping them compact. This paper makes three contributions. First, we introduce Generalized FODDs (GFODD) and combination algorithms for them, generalizing FODDs to arbitrary quantification. Second, we show how GFODDs can be used in principle to solve RMDPs with arbitrary quantification, and develop a particularly promising case where an arbitrary number of existential quantifiers is followed by an arbitrary number of universal quantifiers. Third, we develop a new approach to reduce FODDs and GFODDs using model checking. This yields a reduction that is complete for FODDs and provides a sound reduction procedure for GFODDs.


The Complexity of Learning Separable Ceteris Paribus Preferences

AAAI Conferences

We address the problem of learning preference relations on multi-attribute (or combinatorial) domains. We do so by making a very simple hypothesis about the dependence structure between attributes that the preference relation enjoys, namely separability (no preferential dependencies between attributes). Given a set of examples consisting of comparisons between alternatives, we want to output a separable CP-net, consisting of local preferences on each of the attributes, that fits the examples. We consider three forms of compatibility between a CP-net and a set of examples, and for each of them we give useful characterizations as well as complexity results.


Discriminative Semi-Supervised Feature Selection via Manifold Regularization

AAAI Conferences

Feature selection can be conducted in a supervised or unsupervised manner, in terms of whether the label information We consider the problem of semi-supervised feature is utilized to guide the selection of relevant features. Generally, selection, where we are given a small amount supervised feature selection methods require a large of labeled examples and a large amount of unlabeled amount of labeled training data. It however could fail to identify examples. Since a small number of labeled the relevant features that are discriminative to different samples are usually insufficient for identifying the classes, provided the number of labeled samples is small. On relevant features, the critical problem arising from the other hand, while unsupervised feature selection methods semi-supervised feature selection is how to take could work well with unlabeled training data, they ignore advantage of the information underneath the unlabeled the label information and therefore are often unable to identify data. To address this problem, we propose the discriminative features. Given the high cost in manually a novel discriminative semi-supervised feature labeling data, and at the same time abundant unlabeled selection method based on the idea of manifold data are often easily accessible, it is desirable to develop feature regularization. The proposed method selects selection methods that are capable of exploiting both labeled features through maximizing the classification margin and unlabeled data.


Minimum Proof Graphs and Fastest-Cut-First Search Heuristics

AAAI Conferences

Alpha-Beta is the most common game tree search algorithm, due to its high-performance and straightforward implementation. In practice one must find the best trade-off between heuristic evaluation time and bringing the subset of nodes explored closer to a minimum proof graph. In this paper we present a series of structural properties of minimum proof graphs that help us to prove that finding such graphs is NP-hard for arbitrary DAG inputs, but can be done in linear time for trees. We then introduce the class of fastest-cut-first search heuristics that aim to approximate minimum proof graphs by sorting moves based on approximations of sub-DAG values and sizes. To explore how various aspects of the game tree (such as branching factor and distribution of move values) affect the performance of Alpha-Beta we introduce the class of ``Prefix Value Game Trees'' that allows us to label interior nodes with true minimax values on the fly without search. Using these trees we show that by explicitly attempting to approximate a minimum game tree we are able to achieve performance gains over Alpha-Beta with common extensions.