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From Interest to Function: Location Estimation in Social Media

AAAI Conferences

Recent years have witnessed the tremendous development of social media, which attracts a vast number of Internet users. The high-dimension content generated by these users provides an unique opportunity to understand their behavior deeply. As one of the most fundamental topics, location estimation attracts more and more research efforts. Different from the previous literature, we find that user's location is strongly related to user interest. Based on this, we first build a detection model to mine user interest from short text. We then establish the mapping between location function and user interest before presenting an efficient framework to predict the user's location with convincing fidelity. Thorough evaluations and comparisons on an authentic data set show that our proposed model significantly outperforms the state-of-the-arts approaches. Moreover, the high efficiency of our model also guarantees its applicability in real-world scenarios.


A Kernel Density Estimate-Based Approach to Component Goodness Modeling

AAAI Conferences

Intermittent fault localization approaches account for the fact that faulty components may fail intermittently by considering a parameter (known as goodness) that quantifies the probability that faulty components may still exhibit correct behavior. Current, state-of-the-art approaches (1) assume that this goodness probability is context independent and (2) do not provide means for integrating past diagnosis experience in the diagnostic mechanism. In this paper, we present a novel approach, coined Non-linear Feedback-based Goodness Estimate (NFGE), that uses kernel density estimations (KDE) to address such limitations. We evaluated the approach with both synthetic and real data, yielding lower estimation errors, thus increasing the diagnosis performance.


IAAI-13 Preface

AAAI Conferences

Welcome to the Twenty-Fifth Annual Conference on the Innovative Applications of Artificial Intelligence (IAAI-13), the premier conference focusing on applied AI research ranging from exciting new potential applications to innovative deployments of AI technology. IAAI is colocated with AAAI and their paper presentations and invited talks are coordinated. This enables conference attendees to seamlessly move between conferences fostering interest in applied AI research while keeping track of the latest results of AI research. IAAI-13 will have 3 paper tracks: deployed applications, emerging applications and challenge problems. The deployed applications track focuses on fielded AI applications that distinguish themselves for their innovative use of AI technology.


Artificial Intelligence on Mobile Devices: An Introduction to the Special Issue

AI Magazine

This special issue of the AI Magazine is devoted to some exemplar works of AI on mobile devices. It includes four works that range from mobile activity recognition and air quality detection to machine translation and image compression.


The International 
General Game Playing Competition

AI Magazine

Games have played a prominent role as a test-bed for advancements in the field of Artificial Intelligence ever since its foundation over half a century ago, resulting in highly specialized world-class game-playing systems being developed for various games. The establishment of the International General Game Playing Competition in 2005, however, resulted in a renewed interest in more general problem solving approaches to game playing. In general game playing (GGP) the goal is to create game-playing systems that autonomously learn how to skillfully play a wide variety of games, given only the descriptions of the game rules. In this paper we review the history of the competition, discuss progress made so far, and list outstanding research challenges.


Learning by Observation of Agent Software Images

Journal of Artificial Intelligence Research

Learning by observation can be of key importance whenever agents sharing similar features want to learn from each other. This paper presents an agent architecture that enables software agents to learn by direct observation of the actions executed by expert agents while they are performing a task. This is possible because the proposed architecture displays information that is essential for observation, making it possible for software agents to observe each other. The agent architecture supports a learning process that covers all aspects of learning by observation, such as discovering and observing experts, learning from the observed data, applying the acquired knowledge and evaluating the agent's progress. The evaluation provides control over the decision to obtain new knowledge or apply the acquired knowledge to new problems. We combine two methods for learning from the observed information. The first one, the recall method, uses the sequence on which the actions were observed to solve new problems. The second one, the classification method, categorizes the information in the observed data and determines to which set of categories the new problems belong. Results show that agents are able to learn in conditions where common supervised learning algorithms fail, such as when agents do not know the results of their actions a priori or when not all the effects of the actions are visible. The results also show that our approach provides better results than other learning methods since it requires shorter learning periods.


Commonsense Reasoning and Large Network Analysis: A Computational Study of ConceptNet 4

arXiv.org Artificial Intelligence

Our aim is to compute the minimal data-set implied by the assertions of the English language, extract it from the database, and store it in files of our own format. Towards this direction we read the table of assertions (conceptnet assertion) and keep the entries that have their language id set to en. According to Table A.1 in Appendix A, every assertion is associated with entries from the database tables conceptnet concept (Table A.2), conceptnet relation (Table A.3), nl frequency (Table A.4), conceptnet frame (Table A.5), conceptnet surfaceform (Table A.6), and conceptnet rawassertion (Table A.7). Through conceptnet rawassertion the assertions are also associated with the actual sentences which are located in the table corpus sentence (Table A.6). Moreover, we do not need any other table from the database, as the important entries from all the above tables are contained in among these tables. It turns out that reading once the assertions and then all the entries referenced from the assertions in the English language is not enough to produce a minimal consistent data-set. Section 1.1 explains why, and gives a high-level overview of the process that we follow in order to compute the closure of the data-set implied by the assertions of the English language. However, before we describe these reasons we mention which fields we are going to keep from each table of the original ConceptNet 4 database.


Bioclimating Modelling: A Machine Learning Perspective

arXiv.org Machine Learning

Many machine learning (ML) approaches are widely used to generate bioclimatic models for prediction of geographic range of organism as a function of climate. Applications such as prediction of range shift in organism, range of invasive species influenced by climate change are important parameters in understanding the impact of climate change. However, success of machine learning-based approaches depends on a number of factors. While it can be safely said that no particular ML technique can be effective in all applications and success of a technique is predominantly dependent on the application or the type of the problem, it is useful to understand their behaviour to ensure informed choice of techniques. This paper presents a comprehensive review of machine learning-based bioclimatic model generation and analyses the factors influencing success of such models. Considering the wide use of statistical techniques, in our discussion we also include conventional statistical techniques used in bioclimatic modelling.


The Arcade Learning Environment: An Evaluation Platform for General Agents

Journal of Artificial Intelligence Research

In this article we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by developing and benchmarking domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. All of the software, including the benchmark agents, is publicly available.


Solving the Traveling Tournament Problem with Iterative-Deepening A*

AAAI Conferences

We give an overview of our journal paper on applying iterative-deepening A* to the traveling tournament problem, a combinatorial optimization problem from the sports scheduling literature. This approach involved combining past ideas and creating new ideas to help reduce node expansion. This resulted in a state-of-the-art approach for optimally solving instances of the traveling tournament problem. It was the first approach to solve the classic NL10 and CIRC10 instances, which had not been solved since the problem’s introduction.