Genre
StarCraft AI Competition Report
Farooq, Sehar Shahzad (Sejong University) | Oh, In-Suk (Sejong University) | Kim, Man-Jae (Sejong University) | Kim, Kyung Joong (Sejong University)
This article reviews the last two IEEE Conference on Computational Intelligence and Games (CIG) StarCraft Artificial Intelligence (AI) Competitions organized by the authors; these were the fourth and fifth in a series of annual competitions initiated in 2011. StarCraft AI Competitions have been hosted in conjunction with three different events: the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE), CIG, and Student StarCraft AI Tournament (SSCAIT). The purpose of these competitions is to design bots that are able to autonomously and successfully play the StarCraft game by implementing real-time strategies. Recent results reveal the promising use of AI techniques in creating successful AI entries, but there is room for improvement with respect to the bots' ability to adapt and learn to defeat humans and scripted AI bots.
StarCraft AI Competition Report
Farooq, Sehar Shahzad (Sejong University) | Oh, In-Suk (Sejong University) | Kim, Man-Jae (Sejong University) | Kim, Kyung Joong (Sejong University)
This article reviews the last two IEEE Conference on Computational Intelligence and Games (CIG) StarCraft Artificial Intelligence (AI) Competitions organized by the authors; these were the fourth and fifth in a series of annual competitions initiated in 2011. StarCraft AI Competitions have been hosted in conjunction with three different events: the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE), CIG, and Student StarCraft AI Tournament (SSCAIT). The purpose of these competitions is to design bots that are able to autonomously and successfully play the StarCraft game by implementing real-time strategies. Recent results reveal the promising use of AI techniques in creating successful AI entries, but there is room for improvement with respect to the botsโ ability to adapt and learn to defeat humans and scripted AI bots.
The AIIDE 2015 Workshop Program
Barot, Camille (North Carolina State University) | Buro, Michael (University of Alberta) | Cook, Michael (Goldsmiths, University of London) | Eladhari, Mirjam Palosaari (Stockholm University) | Li, Boyang โAlbertโ (Disney Research) | Liapis, Antonios (University of Malta) | Johansson, Magnus (Uppsala University) | McCoy, Josh (American University) | Ontaรฑรณn, Santiago (Drexel University) | Rowe, Jonathan (North Carolina State University) | Tomai, Emmett (University of Texas Rio Grande Valley) | Verhagen, Harko (Stockholm University) | Zook, Alexander (Georgia Institute of Technology)
The workshop program at the Eleventh Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment was held November 14โ15, 2015 at the University of California, Santa Cruz, USA. The program included 4 workshops (one of which was a joint workshop): Artificial Intelligence in Adversarial Real-Time Games, Experimental AI in Games, Intelligent Narrative Technologies and Social Believability in Games, and Player Modeling. This article contains the reports of three of the four workshops.
Superintelligence cannot be contained: Lessons from Computability Theory
Alfonseca, Manuel, Cebrian, Manuel, Anta, Antonio Fernandez, Coviello, Lorenzo, Abeliuk, Andres, Rahwan, Iyad
The Media Lab, Massachusetts Institute of Technology, Cambridge, MA 02139, USA Superintelligence is a hypothetical agent that possesses intelligence far surpassing that of the brightest and most gifted human minds. In light of recent advances in machine intelligence, a number of scientists, philosophers and technologists have revived the discussion about the potential catastrophic risks entailed by such an entity. In this article, we trace the origins and development of the neo-fear of superintelligence, and some of the major proposals for its containment. We argue that such containment is, in principle, impossible, due to fundamental limits inherent to computing itself. Assuming that a superintelligence will contain a program that includes all the programs that can be executed by a universal Turing machine on input potentially as complex as the state of the world, strict containment requires simulations of such a program, something theoretically (and practically) infeasible.
AAAI Conferences Calendar
This page includes forthcoming AAAI sponsored conferences, conferences presented by AAAI Affiliates, and conferences held in cooperation with AAAI. AI Magazine also maintains a calendar listing that includes nonaffiliated conferences at www.aaai.org/Magazine/calendar.php. The IAAI-18 Conference will be held AAAI Fall Symposium. FLAIRS-2017 will be held May 22-24, Twenty-Ninth Innovative Applications 2017 inMarco Island, Florida, USA. of Artificial Intelligence Conference. IAAI-17 will be held February 4-9 in San Francisco, California USA.
Capturing Planned Protests from Open Source Indicators
Muthiah, Sathappan (Virginia Polytechnic Institute and State University.) | Huang, Bert (Virginia Polytechnic Institute and State University.) | Arredondo, Jaime (University of California, San Diego) | Mares, David (University of California, San Diego) | Getoor, Lise (University of California, Santa Cruz) | Katz, Graham (IBM, Inc.) | Ramakrishnan, Naren (Virginia Polytechnic Institute and State University.)
Civil unrest events (protests, strikes, and โoccupyโ events) are common occurrences in both democracies and authoritarian regimes. The study of civil unrest is a key topic for political scientists as it helps capture an important mechanism by which citizenry express themselves. In countries where civil unrest is lawful, qualitative analysis has revealed that more than 75 percent of the protests are planned, organized, or announced in advance; therefore detecting references to future planned events in relevant news and social media is a direct way to develop a protest forecasting system. We report on a system for doing that in this article. It uses a combination of keyphrase learning to identify what to look for, probabilistic soft logic to reason about location occurrences in extracted results, and time normalization to resolve future time mentions. We illustrate the application of our system to 10 countries in Latin America: Argentina, Brazil, Chile, Colombia, Ecuador, El Salvador, Mexico, Paraguay, Uruguay, and Venezuela. Results demonstrate our successes in capturing significant societal unrest in these countries with an average lead time of 4.08 days. We also study the selective superiorities of news media versus social media (Twitter, Facebook) to identify relevant trade-offs.
Helping Novices Avoid the Hazards of Data: Leveraging Ontologies to Improve Model Generalization Automatically with Online Data Sources
Janpuangtong, Sasin (Texas A&M University) | Shell, Dylan A. (Texas A&M University)
The infrastructure and tools necessary for large-scale data analytics, formerly the exclusive purview of experts, are increasingly available. Whereas a knowledgeable data-miner or domain expert can rightly be expected to exercise caution when required (for example, around fallacious conclusions supposedly supported by the data), the nonexpert may benefit from some judicious assistance. This article describes an end-to-end learning framework that allows a novice to create models from data easily by helping structure the model building process and capturing extended aspects of domain knowledge. By treating the whole modeling process interactively and exploiting high-level knowledge in the form of an ontology, the framework is able to aid the user in a number of ways, including in helping to avoid pitfalls such as data dredging. Prudence must be exercised to avoid these hazards as certain conclusions may only be supported if, for example, there is extra knowledge which gives reason to trust a narrower set of hypotheses. This article adopts the solution of using higher-level knowledge to allow this sort of domain knowledge to be used automatically, selecting relevant input attributes, and thence constraining the hypothesis space. We describe how the framework automatically exploits structured knowledge in an ontology to identify relevant concepts, and how a data extraction component can make use of online data sources to find measurements of those concepts so that their relevance can be evaluated. To validate our approach, models of four different problem domains were built using our implementation of the framework. Prediction error on unseen examples of these models show that our framework, making use of the ontology, helps to improve model generalization.
A Game-Theoretic Approach to Word Sense Disambiguation
Tripodi, Rocco, Pelillo, Marcello
This paper presents a new model for word sense disambiguation formulated in terms of evolutionary game theory, where each word to be disambiguated is represented as a node on a graph whose edges represent word relations and senses are represented as classes. The words simultaneously update their class membership preferences according to the senses that neighboring words are likely to choose. We use distributional information to weigh the influence that each word has on the decisions of the others and semantic similarity information to measure the strength of compatibility among the choices. With this information we can formulate the word sense disambiguation problem as a constraint satisfaction problem and solve it using tools derived from game theory, maintaining the textual coherence. The model is based on two ideas: similar words should be assigned to similar classes and the meaning of a word does not depend on all the words in a text but just on some of them. The paper provides an in-depth motivation of the idea of modeling the word sense disambiguation problem in terms of game theory, which is illustrated by an example. The conclusion presents an extensive analysis on the combination of similarity measures to use in the framework and a comparison with state-of-the-art systems. The results show that our model outperforms state-of-the-art algorithms and can be applied to different tasks and in different scenarios.
A Residual Bootstrap for High-Dimensional Regression with Near Low-Rank Designs
We study the residual bootstrap (RB) method in the context of high-dimensional linear regression. Specifically, we analyze the distributional approximation of linear contrasts $c^{\top} (\hat{\beta}_{\rho}-\beta)$, where $\hat{\beta}_{\rho}$ is a ridge-regression estimator. When regression coefficients are estimated via least squares, classical results show that RB consistently approximates the laws of contrasts, provided that $p\ll n$, where the design matrix is of size $n\times p$. Up to now, relatively little work has considered how additional structure in the linear model may extend the validity of RB to the setting where $p/n\asymp 1$. In this setting, we propose a version of RB that resamples residuals obtained from ridge regression. Our main structural assumption on the design matrix is that it is nearly low rank --- in the sense that its singular values decay according to a power-law profile. Under a few extra technical assumptions, we derive a simple criterion for ensuring that RB consistently approximates the law of a given contrast. We then specialize this result to study confidence intervals for mean response values $X_i^{\top} \beta$, where $X_i^{\top}$ is the $i$th row of the design. More precisely, we show that conditionally on a Gaussian design with near low-rank structure, RB simultaneously approximates all of the laws $X_i^{\top}(\hat{\beta}_{\rho}-\beta)$, $i=1,\dots,n$. This result is also notable as it imposes no sparsity assumptions on $\beta$. Furthermore, since our consistency results are formulated in terms of the Mallows (Kantorovich) metric, the existence of a limiting distribution is not required.