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SWISH: SWI-Prolog for Sharing

arXiv.org Artificial Intelligence

Recently, we see a new type of interfaces for programmers based on web technology. For example, JSFiddle, IPython Notebook and R-studio. Web technology enables cloud-based solutions, embedding in tutorial web pages, atractive rendering of results, web-scale cooperative development, etc. This article describes SWISH, a web front-end for Prolog. A public website exposes SWI-Prolog using SWISH, which is used to run small Prolog programs for demonstration, experimentation and education. We connected SWISH to the ClioPatria semantic web toolkit, where it allows for collaborative development of programs and queries related to a dataset as well as performing maintenance tasks on the running server and we embedded SWISH in the Learn Prolog Now! online Prolog book.


From random walks to distances on unweighted graphs

arXiv.org Machine Learning

Large unweighted directed graphs are commonly used to capture relations between entities. A fundamental problem in the analysis of such networks is to properly define the similarity or dissimilarity between any two vertices. Despite the significance of this problem, statistical characterization of the proposed metrics has been limited. We introduce and develop a class of techniques for analyzing random walks on graphs using stochastic calculus. Using these techniques we generalize results on the degeneracy of hitting times and analyze a metric based on the Laplace transformed hitting time (LTHT). The metric serves as a natural, provably well-behaved alternative to the expected hitting time. We establish a general correspondence between hitting times of the Brownian motion and analogous hitting times on the graph. We show that the LTHT is consistent with respect to the underlying metric of a geometric graph, preserves clustering tendency, and remains robust against random addition of non-geometric edges. Tests on simulated and real-world data show that the LTHT matches theoretical predictions and outperforms alternatives.


Mixing Time Estimation in Reversible Markov Chains from a Single Sample Path

arXiv.org Machine Learning

This article provides the first procedure for computing a fully data-dependent interval that traps the mixing time $t_{\text{mix}}$ of a finite reversible ergodic Markov chain at a prescribed confidence level. The interval is computed from a single finite-length sample path from the Markov chain, and does not require the knowledge of any parameters of the chain. This stands in contrast to previous approaches, which either only provide point estimates, or require a reset mechanism, or additional prior knowledge. The interval is constructed around the relaxation time $t_{\text{relax}}$, which is strongly related to the mixing time, and the width of the interval converges to zero roughly at a $\sqrt{n}$ rate, where $n$ is the length of the sample path. Upper and lower bounds are given on the number of samples required to achieve constant-factor multiplicative accuracy. The lower bounds indicate that, unless further restrictions are placed on the chain, no procedure can achieve this accuracy level before seeing each state at least $\Omega(t_{\text{relax}})$ times on the average. Finally, future directions of research are identified.


Data Generation as Sequential Decision Making

arXiv.org Machine Learning

We connect a broad class of generative models through their shared reliance on sequential decision making. Motivated by this view, we develop extensions to an existing model, and then explore the idea further in the context of data imputation -- perhaps the simplest setting in which to investigate the relation between unconditional and conditional generative modelling. We formulate data imputation as an MDP and develop models capable of representing effective policies for it. We construct the models using neural networks and train them using a form of guided policy search. Our models generate predictions through an iterative process of feedback and refinement. We show that this approach can learn effective policies for imputation problems of varying difficulty and across multiple datasets.


Decision Making with Dynamic Uncertain Events

Journal of Artificial Intelligence Research

When to make a decision is a key question in decision making problems characterized by uncertainty. In this paper we deal with decision making in environments where information arrives dynamically. We address the tradeoff between waiting and stopping strategies. On the one hand, waiting to obtain more information reduces uncertainty, but it comes with a cost. Stopping and making a decision based on an expected utility reduces the cost of waiting, but the decision is based on uncertain information. We propose an optimal algorithm and two approximation algorithms. We prove that one approximation is optimistic - waits at least as long as the optimal algorithm, while the other is pessimistic - stops not later than the optimal algorithm. We evaluate our algorithms theoretically and empirically and show that the quality of the decision in both approximations is near-optimal and much faster than the optimal algorithm. Also, we can conclude from the experiments that the cost function is a key factor to chose the most effective algorithm.


Optimizing Players’ Expected Enjoyment in Interactive Stories

AAAI Conferences

In interactive storytelling systems and other story-based computer games, a drama manager is a background agent that aims to bring about an enjoyable and coherent experience for the players. In this paper, we present a personalized drama manager that increases a player's expected enjoyment without removing player agency. Our personalized drama manager models a player's preference using data-driven techniques, predicts the probability the player transitioning to different story experiences, selects an objective experience that can maximize the player's expected enjoyment, and guides the player to the selected story experience. Human study results show that our drama manager can significantly increase players' enjoyment ratings in an interactive storytelling testbed, compared to drama managers in previous research.


Computational Mechanisms to Support Reporting of Self Confidence of Automated/Autonomous Systems

AAAI Conferences

This paper describes a new candidate method of computing autonomous "self confidence." We describe how to analyze a plan for possible but unexpected break down cases and how to adapt the plan to circumvent those conditions. We view the result plan as more stable than the original one. The ability of achieving such plan stability is the core of how we propose to compute a system’s self confidence in its decisions and plans. This paper summarizes this approach and presents a preliminary evaluation that shows our approach is promising.


The Most Intelligent Robots Are Those that Exaggerate: Examining Robot Exaggeration

AAAI Conferences

This paper presents a model of exaggeration suitable for implementation on a robot. Exaggeration is an interest form of dishonesty in that it serves as a tradeoff between the different costs associated with lying and the reward received by having one’s lie accepted. Moreover, exaggeration offers the deceiver additional control in the form of much the exaggerated statement differs from the truth. We use a color guessing game to examine the different tradeoffs between these costs and rewards and their impact on exaggeration. Our results indicate some amount of exaggeration is the preferred option during most early interactions. Further, because the cost of lying increases linear with the number of lies, exaggeration decreases with additional interactions. We conclude by arguing why social robots must be capable of lying.


Impression Management, Mindshaping and the Social Function of Fibbing

AAAI Conferences

In a symposium focused on deception and counter-deception in machines, one might be immediately drawn to a narrow conception of those phenomena which highlight the pernicious ways in which they might be used. On the broader notion of fibbing that we describe in our talk, the social function of being fast and loose with the truth takes center stage as a tool for accomplishing a wide variety of socially centered goals. We briefly review the FIDE framework, described in (Isaac & Bridewell 2014; Bridewell & Bello 2014), including the conceptual resources it requires and the variety of fib-related concepts it supports. FIDE delineates between the aforementioned concepts as ends, and the strategic means by which the fibber might achieve these ends. In doing so, we show that certain types of difficult to conceptualize behavior, most notably bullshitting (Frankfurt 2006) and responses to bullshitting, are instances of a kind of strategy for impression management that serves higher-order social goals.


Modeling Individual Differences through Frequent Pattern Mining on Role-Playing Game Actions

AAAI Conferences

There has been much work on player modeling using game behavioral data collected. Many of the previous research projects that targeted this goal used aggregate game statistics as features to develop behavior models using both statistical and machine learning techniques. While existing methods have already led to interesting findings, we suspect that aggregated features discard valuable information such as temporal or sequential patterns, which may be important in deciphering information about decisionmaking, problem solving, or individual differences. Such sequential information is critical to analyze player behaviors especially in role-playing games (RPG) where players can face ample choices, experience different contexts, behave freely with individual propensities but possibly end up with similar aggregated statistics (e.g., levels, time spent). In this paper we intend to develop and apply a modeling technique that takes into consideration sequential patters to decipher individual differences in playing a Role Playing Game (RPG) game. Using an RPG with multiple affordances, we designed an experiment collecting granular in-game behaviors of 64 players. Using closed sequential pattern mining and logistic regression, we developed a model that uses gameplay action sequences to predict the real world characteristics, including gender, game play expertise and five personality traits (as defined by psychology). The results show that game expertise is a dominant factor that impacts in-game behaviors. The contribution of this paper is the algorithms we developed combined with a validation procedure to determine the reliability and validity of the results and the results themselves.