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A Tutorial on Bayesian Nonparametric Models

arXiv.org Machine Learning

A key problem in statistical modeling is model selection, how to choose a model at an appropriate level of complexity. This problem appears in many settings, most prominently in choosing the number ofclusters in mixture models or the number of factors in factor analysis. In this tutorial we describe Bayesian nonparametric methods, a class of methods that side-steps this issue by allowing the data to determine the complexity of the model. This tutorial is a high-level introduction to Bayesian nonparametric methods and contains several examples of their application.


Teaching Reinforcement Learning with Mario: An Argument and Case Study

AAAI Conferences

Integrating games into the computer science curriculum has been gaining acceptance in recent years, particularly when used to improve student engagement in introductory courses. This paper argues that games can also be useful in upper level courses, such as general artificial intelligence and machine learning. We provide a case study of using a Mario game in a machine learning class to provide one successful data point where both content-specific and general learning outcomes were successfully achieved.


Teaching Introductory Artificial Intelligence through Java-Based Games

AAAI Conferences

We introduce a Java graphical gaming framework that enables students in an introductory artificial intelligence (AI) course to immediately apply and visualize the topics from class. We have used this framework in teaching a mixed undergraduate/graduate AI course for six years. We believe that the use of games motivates students. The graphical nature of each game enables students to quickly see how well their algorithm works. Because the topics in an introductory AI course vary widely, students apply their algorithms to multiple game environments. A final challenging environment enables them to tie together the concepts for the entire semester.


Science Fiction as an Introduction to AI Research

AAAI Conferences

The undergraduate computer science curriculum is generally focused on skills and tools;ย  most students are not exposed to muchย  research in the field, and do not learn how to navigate the research literature.ย  We describe how science fiction reviews were used as a gateway to research reviews.ย  Students learn a little about current or recent research on a topic that stirs their imagination, and learn how to search for, read critically, and compare technical papers on a topic related their chosen science fiction book, movie, or TV show.


OASIS: Online Active Semi-Supervised Learning

AAAI Conferences

We consider a learning setting of importance to large scale machine learning: potentially unlimited data arrives sequentially, but only a small fraction of it is labeled. The learner cannot store the data; it should learn from both labeled and unlabeled data, and it may also request labels for some of the unlabeled items. This setting is frequently encountered in real-world applications and has the characteristics of online, semi-supervised, and active learning. Yet previous learning models fail to consider these characteristics jointly. We present OASIS, a Bayesian model for this learning setting. The main contributions of the model include the novel integration of a semi-supervised likelihood function, a sequential Monte Carlo scheme for efficient online Bayesian updating, and a posterior-reduction criterion for active learning. Encouraging results on both synthetic and real-world optical character recognition data demonstrate the synergy of these characteristics in OASIS.


A Short Introduction to Preferences: Between AI and Social Choice

Morgan & Claypool Publishers

Computational social choice is an expanding field that merges classical topics like economics and voting theory with more modern topics like artificial intelligence, multiagent systems, and computational complexity. This book provides a concise introduction to the main research lines in this field, covering aspects such as preference modelling, uncertainty reasoning, social choice, stable matching, and computational aspects of preference aggregation and manipulation. The book is centered around the notion of preference reasoning, both in the single-agent and the multi-agent setting. It presents the main approaches to modeling and reasoning with preferences, with particular attention to two popular and powerful formalisms, soft constraints and CP-nets. The authors consider preference elicitation and various forms of uncertainty in soft constraints.


Extending Computer Assisted Assessment Systems with Natural Language Processing, User Modeling and Recommendations Based on Human Computer Interaction and Data Mining

AAAI Conferences

Willow is a free-text Adaptive Computer Assisted Assessment system, which supports natural language processing and user modeling. In this paper we discuss the benefits coming from extending Willow with recommendations. The approach combines human computer interaction methods to elicit the recommendations with data mining techniques to adjust their definition. Following a scenario-based approach, 12 recommendations were designed and delivered in a large scale evaluation with 377 learners. A statistically significant positive impact was found on indicators dealing with the engagement in the course, the learning effectiveness and efficiency, as well as the knowledge acquisition. We present the overall system functionality, the interaction among the different subsystems involved and some evaluation findings.


Sketch Recognition Algorithms for Comparing Complex and Unpredictable Shapes

AAAI Conferences

In an introductory engineering course with an annual enrollment of over 1000 students, a professor has little option but to rely on multiple choice exams for midterms and finals. Furthermore, the teaching assistants are too overloaded to give detailed feedback on submitted homework assignments. We introduce Mechanix, a computer-assisted tutoring system for engineering students. Mechanix uses recognition of freehand sketches to provide instant, detailed, and formative feedback as the student progresses through each homework assignment, quiz, or exam. Free sketch recognition techniques allow students to solve free-body diagram and static truss problems as if they were using a pen and paper. The same recognition algorithms enable professors to add new unique problems simply by sketching out the correct answer. Mechanix is able to ease the burden of grading so that instructors can assign more free response questions, which provide a better measure of student progress than multiple choice questions do.


Using Cases as Heuristics in Reinforcement Learning: A Transfer Learning Application

AAAI Conferences

Another way to speed up a RL algorithm is by using Transfer Learning, a paradigm of machine learning that In this paper we propose to combine three AI techniques reuses knowledge accumulated in a previous task to speed up to speed up a Reinforcement Learning algorithm the learning of a novel, but related, target task [Taylor and in a Transfer Learning problem: Casebased Stone, 2009]. Reasoning, Heuristically Accelerated Reinforcement This paper investigates the use of the Case-Based Heuristically Learning and Neural Networks. To do Accelerated Reinforcement Learning (CB-HARL) algorithm so, we propose a new algorithm, called L3, which [Bianchi et al., 2009] as a means to transfer learning works in 3 stages: in the first stage, it uses Reinforcement acquired by one agent during its training in one problem to Learning to learn how to perform one another agent that has to learn how to solve a similar, but task, and stores the optimal policy for this problem more complex, problem. To do so, we propose a new algorithm, as a case-base; in the second stage, it uses a Neural called L3, which works in 3 stages: in the first stage, Network to map actions from one domain to actions it uses the Q-learning algorithm [Watkins, 1989] to learn how in the other domain and; in the third stage, it uses to perform one task, and stores the optimal policy for this the case-base learned in the first stage as heuristics problem as a case-base; in the second stage, it uses a Neural to speed up the learning performance in a related, Network to map actions from one domain to actions in but different, task. The RL algorithm used the other domain and; in the third stage, it uses the case-base in the first phase is the Q-learning and in the third learned in the first stage as heuristics in the CB-HARL algorithm, phase is the recently proposed Case-based Heuristically speeding up the learning process.


From decision to action : intentionality, a guide for the specification of intelligent agents' behaviour

arXiv.org Artificial Intelligence

This article introduces a reflexion about behavioural specification for interactive and participative agent-based simulation in virtual reality. Within this context, it is neces sary to reach a high level of expressivness in order to enforce interactions between the designer and the behavioural model during the in-line prototyping. This requires to consider the need of semantic very early in the design process. The Intentional agent model is here exposed as a possible answer. It relies on a mixed imperative and declarative approach which focuses on the link between decision and action. The design of a tool able to simulate virtual environment implying agents based on this model is discuss