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Multi-Agent Plan Recognition: Formalization and Algorithms

AAAI Conferences

Multi-Agent Plan Recognition (MAPR) seeks to identify the dynamic team structures and team behaviors from the observations of the activity-sequences of a set of intelligent agents, based on a library of known team-activities (plan library). It has important applications in analyzing data from automated monitoring, surveillance, and intelligence analysis in general. In this paper, we formalize MAPR using a basic model that explicates the cost of abduction in single agent plan recognition by "flattening" or decompressing the (usually compact, hierarchical) plan library. We show that single-agent plan recognition with a decompressed library can be solved in time polynomial in the input size, while it is known that with a compressed (by partial ordering constraints) library it is NP-complete. This leads to an important insight: that although the compactness of the plan library plays an important role in the hardness of single-agent plan recognition (as recognized in the existing literature), that is not the case with multiple agents. We show, for the first time, that MAPR is NP-complete even when the (multi-agent) plan library is fully decompressed. As with previous solution approaches, we break the problem into two stages: hypothesis generation and hypothesis search. We show that Knuth's ``Algorithm X'' (with the efficient ``dancing links'' representation) is particularly suited for our model, and can be adapted to perform a branch and bound search for the second stage, in this model. We show empirically that this new approach leads to significant pruning of the hypothesis space in MAPR.


Bidirectional Integration of Pipeline Models

AAAI Conferences

Traditional information extraction systems adopt pipeline strategies, which are highly ineffective and suffer from several problems such as error propagation. Typically, pipeline models fail to produce highly-accurate final output. On the other hand, there has been growing interest in integrated or joint models which explore mutual benefits and perform multiple subtasks simultaneously to avoid problems caused by pipeline models. However, building such systems usually increases computational complexity and requires considerable engineering. This paper presents a general, strongly-coupled, and bidirectional architecture based on discriminatively trained factor graphs for information extraction. First we introduce joint factors connecting variables of relevant subtasks to capture dependencies and interactions between them. We then propose a strong bidirectional MCMC sampling inference algorithm which allows information to flow in both directions to find the approximate MAP solution for all subtasks. Extensive experiments on entity identification and relation extraction using real-world data illustrate the promise of our approach.


Extracting Ontological Selectional Preferences for Non-Pertainym Adjectives from the Google Corpus

AAAI Conferences

While there has been much research into using selectional preferences for word sense disambiguation (WSD), much difficulty has been encountered. To facilitate study into this difficulty and aid in WSD in general, a database of the selectional preferences of non-pertainym prenomial adjectives extracted from the Google Web 1T 5-gram Corpus is proposed. A variety of methods for computing the preferences of each adjective over a set of noun categories from WordNet have been evaluated via simulated disambiguation of pseudohomonyms. The best method of these involves computing for each noun category the ratio of single-word common (i.e. not proper) noun lemma types which can co-occur with a given adjective to the number of single-word common noun lemmata whose estimated frequency is greater than a threshold based on the frequency of the adjective. The database produced by this procedure will be made available to the public.


CAO: A Fully Automatic Emoticon Analysis System

AAAI Conferences

This paper presents CAO, a system for affect analysis of emoticons. Emoticons are strings of symbols widely used in text-based online communication to convey emotions. It extracts emoticons from input and determines specific emotions they express. Firstly, by matching the extracted emoticons to a raw emoticon database, containing over ten thousand emoticon samples extracted from the Web and annotated automatically. The emoticons for which emotion types could not be determined using only this database, are automatically divided into semantic areas representing "mouths" or "eyes," based on the theory of kinesics. The areas are automatically annotated according to their co-occurrence in the database. The annotation is firstly based on the eye-mouth-eye triplet, and if no such triplet is found, all semantic areas are estimated separately. This provides the system coverage exceeding 3 million possibilities. The evaluation, performed on both training and test sets, confirmed the system's capability to sufficiently detect and extract any emoticon, analyze its semantic structure and estimate the potential emotion types expressed. The system achieved nearly ideal scores, outperforming existing emoticon analysis systems.


Generalized Task Markets for Human and Machine Computation

AAAI Conferences

We discuss challenges and opportunities for developing generalized task markets where human and machine intelligence are enlisted to solve problems, based on a consideration of the competencies, availabilities, and pricing of different problem-solving resources. The approach couples human computation with machine learning and planning, and is aimed at optimizing the flow of subtasks to people and to computational problem solvers. We illustrate key ideas in the context of Lingua Mechanica, a project focused on harnessing human and machine translation skills to perform translation among languages. We present infrastructure and methods for enlisting and guiding human and machine computation for language translation, including details about the hardness of generating plans for assigning tasks to solvers. Finally, we discuss studies performed with machine and human solvers, focusing on components of a Lingua Mechanica prototype.


Grouping Strokes into Shapes in Hand-Drawn Diagrams

AAAI Conferences

Objects in freely-drawn sketches often have no spatial or temporal separation, making object recognition difficult. We present a two-step stroke-grouping algorithm that first classifies individual strokes according to the type of object to which they belong, then groups strokes with like classifications into clusters representing individual objects. The first step facilitates clustering by naturally separating the strokes, and both steps fluidly integrate spatial and temporal information. Our approach to grouping is unique in its formulation as an efficient classification task rather than, for example, an expensive search task. Our single-stroke classifier performs at least as well as existing single-stroke classifiers on text vs. nontext classification, and we present the first three-way single-stroke classification results. Our stroke grouping results are the first reported of their kind; our grouping algorithm correctly groups between 86% and 91% of the ink in diagrams from two domains, with between 69% and 79% of shapes being perfectly clustered.


User-Specific Learning for Recognizing a Singer's Intended Pitch

AAAI Conferences

We consider the problem of automatic vocal melody transcription: translating an audio recording of a sung melody into a musical score. While previous work has focused on finding the closest notes to the singer's tracked pitch, we instead seek to recover the melody the singer intended to sing. Often, the melody a singer intended to sing differs from what they actually sang; our hypothesis is that this occurs in a singer-specific way. For example, a given singer may often be flat in certain parts of her range, or another may have difficulty with certain intervals. We thus pursue methods for singer-specific training which use learning to combine different methods for pitch prediction. In our experiments with human subjects, we show that via a short training procedure we can learn a singer-specific pitch predictor and significantly improve transcription of intended pitch over other methods. For an average user, our method gives a 20 to 30 percent reduction in pitch classification errors with respect to a baseline method which is comparable to commercial voice transcription tools. For some users, we achieve even more dramatic reductions. Our best results come from a combination of singer-specific-learning with non-singer-specific feature selection. We also discuss the implications of our work for training more general control signals. We make our experimental data available to allow others to replicate or extend our results.


Sequential Incremental-Value Auctions

AAAI Conferences

We study the distributed allocation of tasks to cooperating robots in real time, where each task has to be assigned to exactly one robot so that the sum of the latencies of all tasks is as small as possible. We propose a new auction-like algorithm, called Sequential Incremental-Value (SIV) auction, which assigns tasks to robots in multiple rounds. The idea behind SIV auctions is to assign as many tasks per round to robots as possible as long as their individual costs for performing these tasks are at most a given bound, which increases exponentially from round to round. Our theoretical results show that the team costs of SIV auctions are at most a constant factor larger than minimal.


Stackelberg Voting Games: Computational Aspects and Paradoxes

AAAI Conferences

We consider settings in which voters vote in sequence, each voter knows the votes of the earlier voters and the preferences of the later voters, and voters are strategic. This can be modeled as an extensive-form game of perfect information, which we call a Stackelberg voting game. We first propose a dynamic-programming algorithm for finding the backward-induction outcome for any Stackelberg voting game when the rule is anonymous; this algorithm is efficient if the number of alternatives is no more than a constant. We show how to use compilation functions to further reduce the time and space requirements. Our main theoretical results are paradoxes for the backward-induction outcomes of Stackelberg voting games. We show that for any n ≥ 5 and any voting rule that satisfies nonimposition and with a low domination index, there exists a profile consisting of n voters, such that the backward-induction outcome is ranked somewhere in the bottom two positions in almost every voter’s preferences. Moreover, this outcome loses all but one of its pairwise elections. Furthermore, we show that many common voting rules have a very low (= 1) domination index, including all majority-consistent voting rules. For the plurality and nomination rules, we show even stronger paradoxes. Finally, using our dynamic-programming algorithm, we run simulations to compare the backward-induction outcome of the Stackelberg voting game to the winner when voters vote truthfully, for the plurality and veto rules. Surprisingly, our experimental results suggest that on average, more voters prefer the backward-induction outcome.


Beyond Equilibrium: Predicting Human Behavior in Normal-Form Games

AAAI Conferences

It is standard in multiagent settings to assume that agents will adopt Nash equilibrium strategies. However, studies in experimental economics demonstrate that Nash equilibrium is a poor description of human players' initial behavior in normal-form games. In this paper, we consider a wide range of widely-studied models from behavioral game theory. For what we believe is the first time, we evaluate each of these models in a meta-analysis, taking as our data set large-scale and publicly-available experimental data from the literature. We then propose modifications to the best-performing model that we believe make it more suitable for practical prediction of initial play by humans in normal-form games.