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 Overview


Finding (α,ϑ)-Solutions Via Sampled SCSPs

AAAI Conferences

We discuss a novel approach for dealing with single-stage stochastic constraint satisfaction problems (SCSPs) that include random variables over a continuous or large discrete support. Our approach is based on two novel tools: sampled SCSPs and (α,ϑ)-solutions. Instead of explicitly enumerating a very large or infinite set of future scenarios, we employ statistical estimation to determine if a given assignment is consistent for a SCSP. As in statistical estimation, the quality of our estimate is determined via confidence interval analysis. In contrast to existing approaches based on sampling, we provide likelihood guarantees for the quality of the solutions found. Our approach can be used in concert with existing strategies for solving SCSPs.


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.


Revising Horn Theories

AAAI Conferences

This paper investigates belief revision where the underlying logic is that governing Horn clauses. It proves to be the case that classical (AGM) belief revision doesn’t immediately generalise to the Horn case. In particular, a standard construction based on a total preorder over possible worlds may violate the accepted (AGM) postulates. Conversely, Horn revision functions in the obvious extension to the AGM approach are not captured by total preorders over possible worlds. We address these difficulties by first restricting the semantic construction to "well behaved" orderings; and second, by augmenting the revision postulates by an additional postulate. This additional postulate is redundant in the AGM approach but not in the Horn case. In a representation result we show that these two approaches coincide. Arguably this work is interesting for several reasons. It extends AGM revision to inferentially-weaker Horn theories; hence it sheds light on the theoretical underpinnings of belief change, as well as generalising the AGM paradigm. Thus, this work is relevant to revision in areas that employ Horn clauses, such as deductive databases and logic programming, as well as areas in which inference is weaker than classical logic, such as in description logic.


Using Experience to Generate New Regulations

AAAI Conferences

Humans have developed jurisprudence as a mechanism to solve conflictive situations by using past experiences. Following this principle, we propose an approach to enhance a multi-agent system by adding an authority which is able to generate new regulations whenever conflicts arise. Regulations are generated by learning from previous similar situations, using a machine learning technique (based on Case-Based Reasoning) that solves new problems using previous experiences. This approach requires: to be able to gather and evaluate experiences; and to be described in such a way that similar social situations require similar regulations. As a scenario to evaluate our proposal, we use a simplified version of a traffic scenario, where agents are traveling cars. Our goals are to avoid collisions between cars and to avoid heavy traffic. These situations, when happen, lead to the synthesis of new regulations. At each simulation step, applicable regulations are evaluated in terms of their effectiveness and necessity. Overtime the system generates a set of regulations that, if followed, improve system performance (i.e. goal achievement).


Iteration Complexity of Randomized Block-Coordinate Descent Methods for Minimizing a Composite Function

arXiv.org Machine Learning

In this paper we develop a randomized block-coordinate descent method for minimizing the sum of a smooth and a simple nonsmooth block-separable convex function and prove that it obtains an $\epsilon$-accurate solution with probability at least $1-\rho$ in at most $O(\tfrac{n}{\epsilon} \log \tfrac{1}{\rho})$ iterations, where $n$ is the number of blocks. For strongly convex functions the method converges linearly. This extends recent results of Nesterov [Efficiency of coordinate descent methods on huge-scale optimization problems, CORE Discussion Paper #2010/2], which cover the smooth case, to composite minimization, while at the same time improving the complexity by the factor of 4 and removing $\epsilon$ from the logarithmic term. More importantly, in contrast with the aforementioned work in which the author achieves the results by applying the method to a regularized version of the objective function with an unknown scaling factor, we show that this is not necessary, thus achieving true iteration complexity bounds. In the smooth case we also allow for arbitrary probability vectors and non-Euclidean norms. Finally, we demonstrate numerically that the algorithm is able to solve huge-scale $\ell_1$-regularized least squares and support vector machine problems with a billion variables.


Scalable Event-Based Clustering of Social Media Via Record Linkage Techniques

AAAI Conferences

We tackle the problem of grouping content available in social media applications such as Flickr, Youtube, Panoramino etc. into clusters of documents describing the same event. This task has been referred to as event identification before. We present a new formalization of the event identification task as a record linkage problem and show that this formulation leads to a principled and highly efficient solution to the problem. We present results on two datasets derived from Flickr — last.fm and upcoming — comparing the results in terms of Normalized Mutual Information and F-Measure with respect to several baselines, showing that a record linkage approach outperforms all baselines as well as a state-of-the-art system. We demonstrate that our approach can scale to large amounts of data, reducing the processing time considerably compared to a state-of-the-art approach. The scalability is achieved by applying an appropriate blocking strategy and relying on a Single Linkage clustering algorithm which avoids the exhaustive computation of pairwise similarities.


Toward a Computational Model of Transfer

AI Magazine

TLP and the field as a whole made great strides in each of these dimensions. Indeed, the program has helped TL become a recognized subdiscipline of machine learning. Other articles in this special issue detail the work accomplished in TLP; this article focuses on a broad framing of the research conducted and an assessment of its progress, limitations, and challenges, from an admittedly personal but DARPAinfluenced perspective. Traditionally every DARPA program has focused its research by requiring a precise measure of progress. The DARPA TLP decided to measure transfer by comparing the learning of tasks A and B versus the learning of B alone. In figure 1 the curve labeled B represents a traditional learning curve of the performance on target task B as a function of the number of training instances.


An Application of Transfer to American Football: From Observation of Raw Video to Control in a Simulated Environment

AI Magazine

Automatic transfer of learned knowledge from one task or domain to another offers great potential to simplify and expedite the construction and deployment of intelligent systems. In practice however, there are many barriers to achieving this goal. In this article, we present a prototype system for the real-world context of transferring knowledge of American football from video observation to control in a game simulator. We trace an example play from the raw video through execution and adaptation in the simulator, highlighting the system's component algorithms along with issues of complexity, generality, and scale. We then conclude with a discussion of the implications of this work for other applications, along with several possible improvements.


A Novel Technique for Compressing Pattern Databases in the Pancake Sorting Problems

AAAI Conferences

In this paper we present a lossless technique to compress pattern databases (PDBs) in the Pancake Sorting problems. This compression technique together with the choice of zero-cost operators in the construction of additive PDBs reduces the memory requirement for PDBs in these problems to a great extent, thus making otherwise intractable problems able to be efficiently handled. Also, using this method, we can construct some problem-size independent PDBs. This precludes the necessity of constructing new PDBs for new problems with different numbers of pancakes. In addition to our compression technique, by maximizing over the heuristic value of additive PDBs and the modified version of the gap heuristic, we have obtained powerful heuristics for the burnt pancake problem.


Human Computation

Morgan & Claypool Publishers

Human computation is a new and evolving research area that centers around harnessing human intelligence to solve computational problems that are beyond the scope of existing Artificial Intelligence (AI) algorithms. With the growth of the Web, human computation systems can now leverage the abilities of an unprecedented number of people via the Web to perform complex computation. There are various genres of human computation applications that exist today. Games with a purpose (e.g., the ESP Game) specifically target online gamers who generate useful data (e.g., image tags) while playing an enjoyable game. Crowdsourcing marketplaces (e.g., Amazon Mechanical Turk) are human computation systems that coordinate workers to perform tasks in exchange for monetary rewards.