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Stanford to offer Free Machine Learning with Graphs course online from fall

#artificialintelligence

Stanford University's Machine Learning with Graphs course will be available online for free from the fall of 2022. Complex data can be represented as a graph of relationships between objects. Such networks are a fundamental tool for modelling social, technological, and biological systems. The course focuses on the computational, algorithmic, and modelling challenges specific to the analysis of massive graphs. By means of studying the underlying graph structure and its features, students are introduced to machine learning techniques and data mining tools apt to reveal insights on a variety of networks.


Survey on Graph Neural Network Acceleration: An Algorithmic Perspective

arXiv.org Artificial Intelligence

First, explosive increase of graph data poses a great challenge to GNN training on large-scale datasets. Previously, Graph neural networks (GNNs) have been a hot many graph-based tasks were often conducted on toy datasets spot of recent research and are widely utilized in diverse that are relatively small compared to graphs in realistic applications, applications. However, with the use of huger which is harmful to model scalability and practical data and deeper models, an urgent demand is unsurprisingly usages. Currently, large-scale graph datasets are thereby proposed made to accelerate GNNs for more efficient in literature [Hu et al., 2020a] for advanced research, execution. In this paper, we provide a comprehensive and at the same time, making GNNs execution (i.e., training survey on acceleration methods for GNNs and inference) a time-consuming process.


Cost-effective Framework for Gradual Domain Adaptation with Multifidelity

arXiv.org Machine Learning

In domain adaptation, when there is a large distance between the source and target domains, the prediction performance will degrade. Gradual domain adaptation is one of the solutions to such an issue, assuming that we have access to intermediate domains, which shift gradually from the source to target domains. In previous works, it was assumed that the number of samples in the intermediate domains is sufficiently large; hence, self-training was possible without the need for labeled data. If access to an intermediate domain is restricted, self-training will fail. Practically, the cost of samples in intermediate domains will vary, and it is natural to consider that the closer an intermediate domain is to the target domain, the higher the cost of obtaining samples from the intermediate domain is. To solve the trade-off between cost and accuracy, we propose a framework that combines multifidelity and active domain adaptation. The effectiveness of the proposed method is evaluated by experiments with both artificial and real-world datasets. Codes are available at https://github.com/ssgw320/gdamf.


Guzdial

AAAI Conferences

In this paper we propose the application of techniques from the field of creativity research to machine learned models within the domain of games. This application allows for the creation of new, distinct models without additional training data. The techniques in question are combinatorial creativity techniques, defined as techniques that combine two sets of input to create novel output sets. We present a survey of prior work in this area and a case study applying some of these techniques to pre-trained machine learned models of game level design.


Harrison

AAAI Conferences

In this paper, we survey techniques used in intelligent tutoring systems (ITSs) to model student knowledge. The three techniques that we review in detail are knowledge tracing, performance factor analysis, and matrix factorization. We also briefly cover other techniques that have been used. This review is meant to be a repository of knowledge for those who want to integrate these techniques into serious games. It is also meant to increase awareness and interest as to the techniques available that can be integrated into serious games.


Bontrager

AAAI Conferences

This paper examines the performance of a number of AI agents on the games included in the General Video Game Playing Competition. Through analyzing these results, the paper seeks to provide insight into the strengths and weaknesses of the current generation of video game playing algorithms. The paper also provides an analysis of the given games in terms of inherent features which define the different games. Finally, the game features are matched with AI agents, based on performance, in order to demonstrate a plausible case for algorithm portfolios as a general video game playing technique.


Čertický

AAAI Conferences

Real-Time Strategy (RTS) games have become an increasingly popular test-bed for modern artificial intelligence techniques. With this rise in popularity has come the creation of several annual competitions, in which AI agents (bots) play the full game of StarCraft: Broodwar by Blizzard Entertainment. The three major annual StarCraft AI Competitions are the Student StarCraft AI Tournament (SSCAIT), the Computational Intelligence in Games (CIG) competition, and the Artificial Intelligence and Interactive Digital Entertainment (AIIDE) competition. In this paper we will give an overview of the current state of these competitions, and the bots that compete in them.


Orthogonal Matrices for MBAT Vector Symbolic Architectures, and a "Soft" VSA Representation for JSON

arXiv.org Artificial Intelligence

Vector Symbolic Architectures (VSAs) give a way to represent a complex object as a single fixed-length vector, so that similar objects have similar vector representations. These vector representations then become easy to use for machine learning or nearest-neighbor search. We review a previously proposed VSA method, MBAT (Matrix Binding of Additive Terms), which uses multiplication by random matrices for binding related terms. However, multiplying by such matrices introduces instabilities which can harm performance. Making the random matrices be orthogonal matrices provably fixes this problem. With respect to larger scale applications, we see how to apply MBAT vector representations for any data expressed in JSON. JSON is used in numerous programming languages to express complex data, but its native format appears highly unsuited for machine learning. Expressing JSON as a fixed-length vector makes it readily usable for machine learning and nearest-neighbor search. Creating such JSON vectors also shows that a VSA needs to employ binding operations that are non-commutative. VSAs are now ready to try with full-scale practical applications, including healthcare, pharmaceuticals, and genomics. Keywords: MBAT (Matrix Binding of Additive Terms), VSA (Vector Symbolic Architecture), HDC (Hyperdimensional Computing), Distributed Representations, Binding, Orthogonal Matrices, Recurrent Connections, Machine Learning, Search, JSON, VSA Applications


Machine Explanations and Human Understanding

arXiv.org Artificial Intelligence

Explanations are hypothesized to improve human understanding of machine learning models and achieve a variety of desirable outcomes, ranging from model debugging to enhancing human decision making. However, empirical studies have found mixed and even negative results. An open question, therefore, is under what conditions explanations can improve human understanding and in what way. Using adapted causal diagrams, we provide a formal characterization of the interplay between machine explanations and human understanding, and show how human intuitions play a central role in enabling human understanding. Specifically, we identify three core concepts of interest that cover all existing quantitative measures of understanding in the context of human-AI decision making: task decision boundary, model decision boundary, and model error. Our key result is that without assumptions about task-specific intuitions, explanations may potentially improve human understanding of model decision boundary, but they cannot improve human understanding of task decision boundary or model error. To achieve complementary human-AI performance, we articulate possible ways on how explanations need to work with human intuitions. For instance, human intuitions about the relevance of features (e.g., education is more important than age in predicting a person's income) can be critical in detecting model error. We validate the importance of human intuitions in shaping the outcome of machine explanations with empirical human-subject studies. Overall, our work provides a general framework along with actionable implications for future algorithmic development and empirical experiments of machine explanations.


Latent gaze information in highly dynamic decision-tasks

arXiv.org Artificial Intelligence

Digitization is penetrating more and more areas of life. Tasks are increasingly being completed digitally, and are therefore not only fulfilled faster, more efficiently but also more purposefully and successfully. The rapid developments in the field of artificial intelligence in recent years have played a major role in this, as they brought up many helpful approaches to build on. At the same time, the eyes, their movements, and the meaning of these movements are being progressively researched. The combination of these developments has led to exciting approaches. In this dissertation, I present some of these approaches which I worked on during my Ph.D. First, I provide insight into the development of models that use artificial intelligence to connect eye movements with visual expertise. This is demonstrated for two domains or rather groups of people: athletes in decision-making actions and surgeons in arthroscopic procedures. The resulting models can be considered as digital diagnostic models for automatic expertise recognition. Furthermore, I show approaches that investigate the transferability of eye movement patterns to different expertise domains and subsequently, important aspects of techniques for generalization. Finally, I address the temporal detection of confusion based on eye movement data. The results suggest the use of the resulting model as a clock signal for possible digital assistance options in the training of young professionals. An interesting aspect of my research is that I was able to draw on very valuable data from DFB youth elite athletes as well as on long-standing experts in arthroscopy. In particular, the work with the DFB data attracted the interest of radio and print media, namely DeutschlandFunk Nova and SWR DasDing. All resulting articles presented here have been published in internationally renowned journals or at conferences.