Instructional Material
A Constrained Coupled Matrix-Tensor Factorization for Learning Time-evolving and Emerging Topics
Bahargam, Sanaz, Papalexakis, Evangelos E.
Topic discovery has witnessed a significant growth as a field of data mining at large. In particular, time-evolving topic discovery, where the evolution of a topic is taken into account has been instrumental in understanding the historical context of an emerging topic in a dynamic corpus. Traditionally, time-evolving topic discovery has focused on this notion of time. However, especially in settings where content is contributed by a community or a crowd, an orthogonal notion of time is the one that pertains to the level of expertise of the content creator: the more experienced the creator, the more advanced the topic. In this paper, we propose a novel time-evolving topic discovery method which, in addition to the extracted topics, is able to identify the evolution of that topic over time, as well as the level of difficulty of that topic, as it is inferred by the level of expertise of its main contributors. Our method is based on a novel formulation of Constrained Coupled Matrix-Tensor Factorization, which adopts constraints well-motivated for, and, as we demonstrate, are essential for high-quality topic discovery. We qualitatively evaluate our approach using real data from the Physics and also Programming Stack Exchange forum, and we were able to identify topics of varying levels of difficulty which can be linked to external events, such as the announcement of gravitational waves by the LIGO lab in Physics forum. We provide a quantitative evaluation of our method by conducting a user study where experts were asked to judge the coherence and quality of the extracted topics. Finally, our proposed method has implications for automatic curriculum design using the extracted topics, where the notion of the level of difficulty is necessary for the proper modeling of prerequisites and advanced concepts.
The Continuous Hint Factory - Providing Hints in Vast and Sparsely Populated Edit Distance Spaces
Paaรen, Benjamin, Hammer, Barbara, Price, Thomas William, Barnes, Tiffany, Gross, Sebastian, Pinkwart, Niels
Intelligent tutoring systems can support students in solving multi-step tasks by providing hints regarding what to do next. However, engineering such next-step hints manually or via an expert model becomes infeasible if the space of possible states is too large. Therefore, several approaches have emerged to infer next-step hints automatically, relying on past students' data. In particular, the Hint Factory (Barnes & Stamper, 2008) recommends edits that are most likely to guide students from their current state towards a correct solution, based on what successful students in the past have done in the same situation. Still, the Hint Factory relies on student data being available for any state a student might visit while solving the task, which is not the case for some learning tasks, such as open-ended programming tasks. In this contribution we provide a mathematical framework for edit-based hint policies and, based on this theory, propose a novel hint policy to provide edit hints in vast and sparsely populated state spaces. In particular, we extend the Hint Factory by considering data of past students in all states which are similar to the student's current state and creating hints approximating the weighted average of all these reference states. Because the space of possible weighted averages is continuous, we call this approach the Continuous Hint Factory. In our experimental evaluation, we demonstrate that the Continuous Hint Factory can predict more accurately what capable students would do compared to existing prediction schemes on two learning tasks, especially in an open-ended programming task, and that the Continuous Hint Factory is comparable to existing hint policies at reproducing tutor hints on a simple UML diagram task.
AI in Education needs interpretable machine learning: Lessons from Open Learner Modelling
Conati, Cristina, Porayska-Pomsta, Kaska, Mavrikis, Manolis
Interpretability of the underlying AI representations is a key raison d'\^{e}tre for Open Learner Modelling (OLM) -- a branch of Intelligent Tutoring Systems (ITS) research. OLMs provide tools for 'opening' up the AI models of learners' cognition and emotions for the purpose of supporting human learning and teaching. Over thirty years of research in ITS (also known as AI in Education) produced important work, which informs about how AI can be used in Education to best effects and, through the OLM research, what are the necessary considerations to make it interpretable and explainable for the benefit of learning. We argue that this work can provide a valuable starting point for a framework of interpretable AI, and as such is of relevance to the application of both knowledge-based and machine learning systems in other high-stakes contexts, beyond education.
One-shot imitation from watching videos
Learning a new skill by observing another individual, the ability to imitate, is a key part of intelligence in human and animals. Can we enable a robot to do the same, learning to manipulate a new object by simply watching a human manipulating the object just as in the video below? The robot learns to place the peach into the red bowl after watching the human do so. Such a capability would make it dramatically easier for us to communicate new goals to robots โ we could simply show robots what we want them to do, rather than teleoperating the robot or engineering a reward function (an approach that is difficult as it requires a full-fledged perception system). Many prior works have investigated how well a robot can learn from an expert of its own kind (i.e. through teleoperation or kinesthetic teaching), which is usually called imitation learning. However, imitation learning of vision-based skills usually requires a huge number of demonstrations of an expert performing a skill.
Great Learning Introduces New Program in Artificial Intelligence and Machine Learning - PCQuest
Great Learning has witnessed massive demand from professionals for its program in Artificial Intelligence and Machine Learning. Great Learning has received nearly 2000 applications from mid-senior IT, BFSI and Analytics professionals for 40 seats. The first batch has a collective experience of over 520 man-years with an average experience of about 13 years, ranging from 6 to 21 years. Even very senior executives, with over 20 years of experience have joined the course. The program garnered the tremendous response from professionals in Bangalore with more than 2000 of them indicating their interest for enrolling for it.
Alexa-based board games can actually be fun
Board games aren't quite as sexy as their digital counterparts, but the hobby has nevertheless seen a resurgence in recent years. NPD Group reported that board game sales in the U.S. grew by 28 percent in 2016, cafes dedicated to the hobby are cropping up all over the country (and the world), and three out of the top ten most-funded projects on Kickstarter are tabletop games. Much of this can be attributed not just to the increased desire for real-life social interaction, but the rise of good-quality titles that are far superior to outdated classics like Monopoly and Candyland. But there is one problem with all of these new and exciting games: You need to learn how to play them. Unlike video games, which you can figure out by jumping into a tutorial and pressing a few buttons, tabletop versions often require you to read the instructions.
Amanuensis: The Programmer's Apprentice
Dean, Thomas, Chiang, Maurice, Gomez, Marcus, Gruver, Nate, Hindy, Yousef, Lam, Michelle, Lu, Peter, Sanchez, Sophia, Saxena, Rohun, Smith, Michael, Wang, Lucy, Wong, Catherine
Suppose you could merely imagine a computation, and a digital prostheses, an extension of your biological brain, would turn it into code that instantly realizes what you had in mind. Imagine looking at an image, dataset or set of equations and wanting to analyze and explore its meaning as an artistic whim or part of a scientific investigation. I don't mean you would use an existing software suite to produce a standard visualization, but rather you would make use of an extensive repository of existing code to assemble a new program analogous to how a composer draws upon a repertoire of musical motifs, themes and styles to construct new works, and tantamount to having a talented musical amanuensis who, in addition to copying your scores, takes liberties with your prior work, making small alterations here and there and occasionally adding new works of its own invention, novel but consistent with your taste and sensibilities. Perhaps the interaction would be wordless and you would express your objective by simply focusing your attention and guiding your imagination, the prostheses operating directly on patterns of activation arising in your primary sensory, proprioceptive and associative cortex that have become part of an extensive vocabulary that you now share with your personal digital amanuensis. Or perhaps it would involve a conversation conducted in subvocal, unarticulated speech in which you specify what it is you want to compute and your assistant asks questions to clarify your intention and the two of you share examples of input and output to ground your internal conversation in concrete terms. More than thirty years ago, Charles Rich and Richard Waters published an MIT AI Lab technical report [68] entitled The Programmer's Apprentice: A Research Overview. Whether they intended it or not, it would have been easy in those days for someone to misremember the title and inadvertently refer to it as "The Sorcerer's Apprentice" since computer programmers at the time were often characterized as wizards and most children were familiar with the Walt Disney movie Fantasia, featuring music written by Paul Dukas inspired by Goethe's poem of the same name
VSSML18: Valencian Summer School in Machine Learning 2018 - 4th Edition
BigML is bringing the fourth edition of our Summer School in Machine Learning to Valencia. We will hold a two-day crash course ideal for business leaders, industry practitioners, advanced undergraduates, as well as graduate students, seeking a quick, practical, and hands-on introduction to Machine Learning to solve real-world problems.
4 Ways AI is Changing the Education Industry โ Towards Data Science
The world of academia is becoming more personalized and convenient for students thanks to recent advancements in artificial intelligence (AI). The technology has numerous applications that are changing the way we learn, making education more accessible to students with computers or smart devices if they're unable to make it to class. Students aren't the only ones who benefit as AI is also helping to automate and speed up administrative tasks, helping organizations reduce the time spent on tedious tasks and increasing the amount of time spent on each individual student. A recent study from eSchool News discovered that the use of AI in the education industry will grow by 47.5% through 2021 as we move towards a more connected world. The technology's impact will exist anywhere from Kindergarten through higher education, offering the opportunity to create adaptive learning features with personalized tools to improve the student experience.
How To Become A Machine Learning Expert In One Simple Step -- Swan Intelligence
The web is full of good explanations of machine learning algorithms. And every second applicant for a data science position has finished the Coursera course on machine learning. Theory will not help you choose good values for the 16 parameters a standard implementation of a random forest takes. The default values are good to get started, but which parameters should you modify depending on your data? Choosing the right features, algorithms and parameters is an art.