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Automated Feedback Generation for Introductory Programming Assignments

arXiv.org Artificial Intelligence

We present a new method for automatically providing feedback for introductory programming problems. In order to use this method, we need a reference implementation of the assignment, and an error model consisting of potential corrections to errors that students might make. Using this information, the system automatically derives minimal corrections to student's incorrect solutions, providing them with a quantifiable measure of exactly how incorrect a given solution was, as well as feedback about what they did wrong. We introduce a simple language for describing error models in terms of correction rules, and formally define a rule-directed translation strategy that reduces the problem of finding minimal corrections in an incorrect program to the problem of synthesizing a correct program from a sketch. We have evaluated our system on thousands of real student attempts obtained from 6.00 and 6.00x. Our results show that relatively simple error models can correct on average 65% of all incorrect submissions.


A Tutorial on Dual Decomposition and Lagrangian Relaxation for Inference in Natural Language Processing

Journal of Artificial Intelligence Research

Dual decomposition, and more generally Lagrangian relaxation, is a classical method for combinatorial optimization; it has recently been applied to several inference problems in natural language processing (NLP). This tutorial gives an overview of the technique. We describe example algorithms, describe formal guarantees for the method, and describe practical issues in implementing the algorithms. While our examples are predominantly drawn from the NLP literature, the material should be of general relevance to inference problems in machine learning. A central theme of this tutorial is that Lagrangian relaxation is naturally applied in conjunction with a broad class of combinatorial algorithms, allowing inference in models that go significantly beyond previous work on Lagrangian relaxation for inference in graphical models.


Learning Module Networks

arXiv.org Machine Learning

Methods for learning Bayesian network structure can discover dependency structure between observed variables, and have been shown to be useful in many applications. However, in domains that involve a large number of variables, the space of possible network structures is enormous, making it difficult, for both computational and statistical reasons, to identify a good model. In this paper, we consider a solution to this problem, suitable for domains where many variables have similar behavior. Our method is based on a new class of models, which we call module networks. A module network explicitly represents the notion of a module - a set of variables that have the same parents in the network and share the same conditional probability distribution. We define the semantics of module networks, and describe an algorithm that learns a module network from data. The algorithm learns both the partitioning of the variables into modules and the dependency structure between the variables. We evaluate our algorithm on synthetic data, and on real data in the domains of gene expression and the stock market. Our results show that module networks generalize better than Bayesian networks, and that the learned module network structure reveals regularities that are obscured in learned Bayesian networks.


Variational Dual-Tree Framework for Large-Scale Transition Matrix Approximation

arXiv.org Machine Learning

In recent years, non-parametric methods utilizing random walks on graphs have been used to solve a wide range of machine learning problems, but in their simplest form they do not scale well due to the quadratic complexity. In this paper, a new dual-tree based variational approach for approximating the transition matrix and efficiently performing the random walk is proposed. The approach exploits a connection between kernel density estimation, mixture modeling, and random walk on graphs in an optimization of the transition matrix for the data graph that ties together edge transitions probabilities that are similar. Compared to the de facto standard approximation method based on k-nearestneighbors, we demonstrate order of magnitudes speedup without sacrificing accuracy for Label Propagation tasks on benchmark data sets in semi-supervised learning.


AI@NICTA

AI Magazine

NICTA is Australia's Information and Communications Technology (ICT) Centre of Excellence. It is the largest organization in Australia dedicated to ICT research. While it has close links with local universities, it is in fact an independent but not-for-profit company in the business of doing research, commercializing that research and training PhD students to do that research. Much of the work taking place at NICTA involves various topics in artificial intelligence. In this article, we survey some of the AI work being undertaken at NICTA.


I Have a Robot, and Iโ€™m Not Afraid to Use It!

AI Magazine

I Have a Robot, and I'm Not Afraid to Use It! The AAMAS community is investing efforts to encourage robotics research within itself. An annual robotics special track, an associated robotics workshop (Autonomous Robots and Multirobot Systems), and a series of exciting AAMAS-sponsored plenary speakers and awards over a number of years are drawing roboticists in. The number of robotics papers is increasing. There are fruitful interactions with the other communities within AAMAS, such as virtual agents, game theory, and machine learning. Robots are being used both to inspire AAMAS research as well as to conduct it. I posit that the growing success of robotics at AAMAS is due not only to the nurturing efforts of the AAMAS community, but mainly to the increasing recognition of an important, deeper, truth: robots are agents.


Artificial Intelligence and Personalization Opportunities for Serious Games

AAAI Conferences

Artificial Intelligence (AI) and Personalization are both essential - How do we relate content (the factual knowledge aspects of all games, be they serious or entertainment contained, game mechanics) and context (experiences based. In this research the role of AI and Personalization is and activities) to pedagogical goals towards supporting however focused upon the context of Serious Games (SG) in pedagogically-driven design and development of SGs? particular. A concerted research direction is necessary in this From these two high-level questions we derived a more area so as to establish future benchmarks and metrics for the pragmatic approach to AI and Personalization based on: In effective use of AI and Personalization in serious games design what ways can personalization improve learning and adapt and will benefit relevant research communities in providing best to learner requirements?


Supporting STEM Learning With Gaming Technologies: Principles For Effective Design

AAAI Conferences

In this paper, methods and models for the design of educational interventions and usable systems are presented and synthesized. The purpose is to suplliment the design process with educational considerations and discern design principles for the development of serious STEM games. This synthesis can contribute to the design of the next generation of technologically enhanced learning environments.


Probability Bracket Notation, Multivariable Systems and Static Bayesian Networks

arXiv.org Artificial Intelligence

Probability Bracket Notation (PBN) is applied to systems of multiple random variables for preliminary study of static Bayesian Networks (BN) and Probabilistic Graphic Models (PGM). The famous Student BN Example is explored to show the local independences and reasoning power of a BN. Software package Elvira is used to graphically display the student BN. Our investigation shows that PBN provides a consistent and convenient alternative to manipulate many expressions related to joint, marginal and conditional probability distributions in static BN.


Multi-Agents Dynamic Case Based Reasoning and The Inverse Longest Common Sub-Sequence And Individualized Follow-up of Learners in The CEHL

arXiv.org Artificial Intelligence

In E-learning, there is still the problem of knowing how to ensure an individualized and continuous learner's follow-up during learning process, indeed among the numerous tools proposed, very few systems concentrate on a real time learner's follow-up. Our work in this field develops the design and implementation of a Multi-Agents System Based on Dynamic Case Based Reasoning which can initiate learning and provide an individualized follow-up of learner. When interacting with the platform, every learner leaves his/her traces in the machine. These traces are stored in a basis under the form of scenarios which enrich collective past experience. The system monitors, compares and analyses these traces to keep a constant intelligent watch and therefore detect difficulties hindering progress and/or avoid possible dropping out. The system can support any learning subject. The success of a case-based reasoning system depends critically on the performance of the retrieval step used and, more specifically, on similarity measure used to retrieve scenarios that are similar to the course of the learner (traces in progress). We propose a complementary similarity measure, named Inverse Longest Common Sub-Sequence (ILCSS). To help and guide the learner, the system is equipped with combined virtual and human tutors.