Overview
The Big Promise of Recommender Systems
Martin, Francisco J. (BigML, Inc.) | Donaldson, Justin (BigML, Inc.) | Ashenfelter, Adam (BigML, Inc.) | Torrens, Marc (Strands, Inc.) | Hangartner, Rick (Strands, Inc.)
Recommender systems have been part of the Internet for almost two decades. Dozens of vendors have built recommendation technologies and taken them to market in two waves, roughly aligning with the web 1.0 and 2.0 revolutions. Today recommender systems are found in a multitude of online services. They have been developed using a variety of techniques and user interfaces. They have been nurtured with millions of usersโ explicit and implicit preferences (most often with their permission). Frequently they provide relevant recommendations that increase the revenue or user engagement of the online services that operate them. However, when we evaluate the current generation of recommender systems from the point of view of the โrecommendee,โ we find that most recommender systems serve the goals of the business instead of their usersโ interests. Thus we believe that the big promise of recommender systems has yet to be fulfilled. We foresee a third wave of recommender systems that act directly on behalf of their users across a range of domains instead of acting as a sales assistant. We also predict that such new recommender systems will better deal with information overload, take advantage of contextual clues from mobile devices, and utilize the vast information and computation stores available through cloud-computing services to maximize usersโ long-term goals
Computational Aspects of Cooperative Game Theory
Chalkiadakis, Georgios, Elkind, Edith, Wooldridge, Michael
Cooperative game theory is a branch of (micro-)economics that studies the behavior of self-interested agents in strategic settings where binding agreements among agents are possible. Our aim in this book is to present a survey of work on the computational aspects of cooperative game theory. We begin by formally defining transferable utility games in characteristic function form, and introducing key solution concepts such as the core and the Shapley value. We then discuss two major issues that arise when considering such games from a computational perspective: identifying compact representations for games, and the closely related problem of efficiently computing solution concepts for games. We survey several formalisms for cooperative games that have been proposed in the literature, including, for example, cooperative games defined on networks, as well as general compact representation schemes such as MC-nets and skill games.
Marvin: A Heuristic Search Planner with Online Macro-Action Learning
This paper describes Marvin, a planner that competed in the Fourth International Planning Competition (IPC 4). Marvin uses action-sequence-memoisation techniques to generate macro-actions, which are then used during search for a solution plan. We provide an overview of its architecture and search behaviour, detailing the algorithms used. We also empirically demonstrate the effectiveness of its features in various planning domains; in particular, the effects on performance due to the use of macro-actions, the novel features of its search behaviour, and the native support of ADL and Derived Predicates.
Towards a Computational Model of Narrative Visualization
Baikadi, Alok (North Carolina State University) | Goth, Julius (North Carolina State University) | Mitchell, Christopher M. (North Carolina State University) | Ha, Eun Y. (North Carolina State University) | Mott, Bradford W. (North Carolina State University) | Lester, James C. (North Carolina State University)
The task of narrative visualization has been the subject of increasing interest in recent years. Much like data visualization, narrative visualization offers users an informative and aesthetically pleasing perspective on โstorydata.โ Automatically creating visual representations ofnarratives poses significant computational challenges due to the complex affective and causal elements, among other things, that must be realized in visualizations. In addition, narratives that are composed by novice writers pose additional challenges due to the disfluencies stemming from ungrammatical text. In this paper, we introduce the NARRATIVE THEATRE, a narrative visualization system under development in our laboratory that generates narrative visualizations from middle school writersโ text. The NARRATIVE THEATRE consists of a rich writing interface, a robust natural language processor, a narrative reasoner, and a storyboard generator. We discuss design issues bearing on narrative visualization, introduce the NARRATIVE THEATRE, and describe narrative corpora that have been collected to study narrative visualization. We conclude with a discussion of a narrative visualization research agenda.
The Deterministic Part of IPC-4: An Overview
We provide an overview of the organization and results of the deterministic part of the 4th International Planning Competition, i.e., of the part concerned with evaluating systems doing deterministic planning. IPC-4 attracted even more competing systems than its already large predecessors, and the competition event was revised in several important respects. After giving an introduction to the IPC, we briefly explain the main differences between the deterministic part of IPC-4 and its predecessors. We then introduce formally the language used, called PDDL2.2 that extends PDDL2.1 by derived predicates and timed initial literals. We list the competing systems and overview the results of the competition. The entire set of data is far too large to be presented in full. We provide a detailed summary; the complete data is available in an online appendix. We explain how we awarded the competition prizes.
Ignorability in Statistical and Probabilistic Inference
When dealing with incomplete data in statistical learning, or incomplete observations in probabilistic inference, one needs to distinguish the fact that a certain event is observed from the fact that the observed event has happened. Since the modeling and computational complexities entailed by maintaining this proper distinction are often prohibitive, one asks for conditions under which it can be safely ignored. Such conditions are given by the missing at random (mar) and coarsened at random (car) assumptions. In this paper we provide an in-depth analysis of several questions relating to mar/car assumptions. Main purpose of our study is to provide criteria by which one may evaluate whether a car assumption is reasonable for a particular data collecting or observational process. This question is complicated by the fact that several distinct versions of mar/car assumptions exist. We therefore first provide an overview over these different versions, in which we highlight the distinction between distributional and coarsening variable induced versions. We show that distributional versions are less restrictive and sufficient for most applications. We then address from two different perspectives the question of when the mar/car assumption is warranted. First we provide a static analysis that characterizes the admissibility of the car assumption in terms of the support structure of the joint probability distribution of complete data and incomplete observations. Here we obtain an equivalence characterization that improves and extends a recent result by Grunwald and Halpern. We then turn to a procedural analysis that characterizes the admissibility of the car assumption in terms of procedural models for the actual data (or observation) generating process. The main result of this analysis is that the stronger coarsened completely at random (ccar) condition is arguably the most reasonable assumption, as it alone corresponds to data coarsening procedures that satisfy a natural robustness property.
A Framework for Sequential Planning in Multi-Agent Settings
Doshi, P., Gmytrasiewicz, P. J.
This paper extends the framework of partially observable Markov decision processes (POMDPs) to multi-agent settings by incorporating the notion of agent models into the state space. Agents maintain beliefs over physical states of the environment and over models of other agents, and they use Bayesian updates to maintain their beliefs over time. The solutions map belief states to actions. Models of other agents may include their belief states and are related to agent types considered in games of incomplete information. We express the agents autonomy by postulating that their models are not directly manipulable or observable by other agents. We show that important properties of POMDPs, such as convergence of value iteration, the rate of convergence, and piece-wise linearity and convexity of the value functions carry over to our framework. Our approach complements a more traditional approach to interactive settings which uses Nash equilibria as a solution paradigm. We seek to avoid some of the drawbacks of equilibria which may be non-unique and do not capture off-equilibrium behaviors. We do so at the cost of having to represent, process and continuously revise models of other agents. Since the agents beliefs may be arbitrarily nested, the optimal solutions to decision making problems are only asymptotically computable. However, approximate belief updates and approximately optimal plans are computable. We illustrate our framework using a simple application domain, and we show examples of belief updates and value functions.
Lifted Graphical Models: A Survey
Mihalkova, Lilyana, Getoor, Lise
This article presents a survey of work on lifted graphical models. We review a general form for a lifted graphical model, a par-factor graph, and show how a number of existing statistical relational representations map to this formalism. We discuss inference algorithms, including lifted inference algorithms, that efficiently compute the answers to probabilistic queries. We also review work in learning lifted graphical models from data. It is our belief that the need for statistical relational models (whether it goes by that name or another) will grow in the coming decades, as we are inundated with data which is a mix of structured and unstructured, with entities and relations extracted in a noisy manner from text, and with the need to reason effectively with this data. We hope that this synthesis of ideas from many different research groups will provide an accessible starting point for new researchers in this expanding field.
A Social Collaboration Argumentation System for Generating Multi-Faceted Answers in Question and Answer Communities
Sethi, Ricky J. (University of California, Los Angeles) | Gil, Yolanda (University of Southern California/Information Sciences Institute)
In this paper, we propose an innovative approach for the development of social collaboration argumentation systems. These systems enable a community to collaboratively create answers to questions where many possible answers, or nuanced perspectives on a single answer, can be posited. We examine the emergence of critical reasoning via crowdsourced structured discussions, which are built upon a graph-theoretic framework populated by atomic argumentation components. Finally, we address the design of the online community to best facilitate this interaction. Our main contribution is the rationale and design of the system, which can easily be extended to build a general eLearning framework.
A Corpus-Guided Framework for Robotic Visual Perception
Teo, Ching Lik (University of Maryland, College Park) | Yang, Yezhou (University of Maryland, College Park) | III, Hal Daume (University of Maryland, College Park) | Fermuller, Cornelia (University of Maryland, College Park) | Aloimonos, Yiannis (University of Maryland, College Park)
We present a framework that produces sentence-level summarizations of videos containing complex human activities that can be implemented as part of the Robot Perception Control Unit (RPCU). This is done via: 1) detection of pertinent objects in the scene: tools and direct-objects, 2) predicting actions guided by a large lexical corpus and 3) generating the most likely sentence description of the video given the detections. We pursue an active object detection approach by focusing on regions of high optical flow. Next, an iterative EM strategy, guided by language, is used to predict the possible actions. Finally, we model the sentence generation process as a HMM optimization problem, combining visual detections and a trained language model to produce a readable description of the video. Experimental results validate our approach and we discuss the implications of our approach to the RPCU in future applications.