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
Reports of the AAAI 2011 Spring Symposia
Buller, Mark (Brown University) | Cuddihy, Paul (General Electric Research) | Davis, Ernest (New York University) | Doherty, Patrick (Linkoping University) | Doshi-Velez, Finale (Massachusetts Institute of Technology) | Erdem, Esra (Sabanci University) | Fisher, Douglas (Vanderbilt University) | Green, Nancy (University of North Carolina, Greensboro) | Hinkelmann, Knut (University of Applied Sciences Northwestern Switzerland FHNW) | Maher, Mary Lou (University of Maryland) | McLurkin, James (Rice University) | Maheswaran, Rajiv (University of Southern California) | Rubinelli, Sara (University of Lucerne) | Schurr, Nathan (Aptima, Inc.) | Scott, Donia (University of Sussex) | Shell, Dylan (Texas A&M University) | Szekely, Pedro (University of Southern California) | Thรถnssen, Barbara (University of Applied Sciences Northwestern Switzerland FHNW) | Urken, Arnold B. (University of Arizona)
The titles of the eight symposia were Artificial Intelligence and Health Communication, Artificial Intelligence and Sustainable Design, Artificial Intelligence for Business Agility, Computational Physiology, Help Me Help You: Bridging the Gaps in Human-Agent Collaboration, Logical Formalizations of Commonsense Reasoning, Multirobot Systems and Physical Data Structures, and Modeling Complex Adaptive Systems As If They Were Voting Processes. The goal of the Artificial Intelligence and Health Communication symposium was to advance the conceptual design of automated systems that provide health services to patients and consumers through interdisciplinary insight from artificial intelligence, health communication and related areas of communication studies, discourse studies, public health, and psychology. There is a large and growing interest in the development of automated systems to provide health services to patients and consumers. In the last two decades, applications informed by research in health communication have been developed, for example, for promoting healthy behavior and for managing chronic diseases. While the value that these types of applications can offer to the community in terms of cost, access, and convenience is clear, there are still major challenges facing design of effective health communication systems. Overall, the participants found the format of the symposium engaging and constructive, and they The symposium was organized around five main expressed the desire to continue this initiative in concepts: (1) Patient empowerment and education further events.
Backdoors to Satisfaction
Gaspers, Serge, Szeider, Stefan
A backdoor set is a set of variables of a propositional formula such that fixing the truth values of the variables in the backdoor set moves the formula into some polynomial-time decidable class. If we know a small backdoor set we can reduce the question of whether the given formula is satisfiable to the same question for one or several easy formulas that belong to the tractable class under consideration. In this survey we review parameterized complexity results for problems that arise in the context of backdoor sets, such as the problem of finding a backdoor set of size at most k, parameterized by k. We also discuss recent results on backdoor sets for problems that are beyond NP.
Optimal and Approximate Q-value Functions for Decentralized POMDPs
Oliehoek, Frans A., Spaan, Matthijs T. J., Vlassis, Nikos
Decision-theoretic planning is a popular approach to sequential decision making problems, because it treats uncertainty in sensing and acting in a principled way. In single-agent frameworks like MDPs and POMDPs, planning can be carried out by resorting to Q-value functions: an optimal Q-value function Q* is computed in a recursive manner by dynamic programming, and then an optimal policy is extracted from Q*. In this paper we study whether similar Q-value functions can be defined for decentralized POMDP models (Dec-POMDPs), and how policies can be extracted from such value functions. We define two forms of the optimal Q-value function for Dec-POMDPs: one that gives a normative description as the Q-value function of an optimal pure joint policy and another one that is sequentially rational and thus gives a recipe for computation. This computation, however, is infeasible for all but the smallest problems. Therefore, we analyze various approximate Q-value functions that allow for efficient computation. We describe how they relate, and we prove that they all provide an upper bound to the optimal Q-value function Q*. Finally, unifying some previous approaches for solving Dec-POMDPs, we describe a family of algorithms for extracting policies from such Q-value functions, and perform an experimental evaluation on existing test problems, including a new firefighting benchmark problem.
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.
PDDL 2.1: Representation vs. Computation
I comment on the PDDL 2.1 language and its use in the planning competition, focusing on the choices made for accommodating time and concurrency. I also discuss some methodological issues that have to do with the move toward more expressive planning languages and the balance needed in planning research between semantics and computation.
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.
A Computational Model of Perceived Agency in Video Games
Thue, David (University of Alberta) | Bulitko, Vadim (University of Alberta) | Spetch, Marcia (University of Alberta) | Romanuik, Trevon (University of Alberta)
Agency, being one's ability to perform an action and have some influence over the world, is fundamental to interactive entertainment. Although much of the games industry is concerned with providing more agency to its players, what seems to matter more is how much agency each player will actually perceive. In this paper, we present a computational model of this phenomena, based on the notion that the amount of agency that one perceives depends on how much they desire the outcomes that result from their decisions. Using a structure for high-agency stories that we designed specifically for this intent, we present the results of a 141-participant user study that tests our model's ability to select subsequent events in an original interactive story. Using a newly validated survey instrument for measuring both agency and fun, we found with a high degree of confidence that event sequences selected by our model result in players perceiving more agency than players who experience event sequences that our model does not recommend.
Engineering Benchmarks for Planning: the Domains Used in the Deterministic Part of IPC-4
Edelkamp, S., Englert, R., Hoffmann, J., Liporace, F., Thiebaux, S., Trueg, S.
In a field of research about general reasoning mechanisms, it is essential to have appropriate benchmarks. Ideally, the benchmarks should reflect possible applications of the developed technology. In AI Planning, researchers more and more tend to draw their testing examples from the benchmark collections used in the International Planning Competition (IPC). In the organization of (the deterministic part of) the fourth IPC, IPC-4, the authors therefore invested significant effort to create a useful set of benchmarks. They come from five different (potential) real-world applications of planning: airport ground traffic control, oil derivative transportation in pipeline networks, model-checking safety properties, power supply restoration, and UMTS call setup. Adapting and preparing such an application for use as a benchmark in the IPC involves, at the time, inevitable (often drastic) simplifications, as well as careful choice between, and engineering of, domain encodings. For the first time in the IPC, we used compilations to formulate complex domain features in simple languages such as STRIPS, rather than just dropping the more interesting problem constraints in the simpler language subsets. The article explains and discusses the five application domains and their adaptation to form the PDDL test suites used in IPC-4. We summarize known theoretical results on structural properties of the domains, regarding their computational complexity and provable properties of their topology under the h+ function (an idealized version of the relaxed plan heuristic). We present new (empirical) results illuminating properties such as the quality of the most wide-spread heuristic functions (planning graph, serial planning graph, and relaxed plan), the growth of propositional representations over instance size, and the number of actions available to achieve each fact; we discuss these data in conjunction with the best results achieved by the different kinds of planners participating in IPC-4.