Genre
Emergence of Spontaneous Order Through Neighborhood Formation in Peer-to-Peer Recommender Systems
Diaz-Aviles, Ernesto, Schmidt-Thieme, Lars, Ziegler, Cai-Nicolas
The advent of the Semantic Web necessitates paradigm shifts away from centralized client/server architectures towards decentralization and peer-to-peer computation, making the existence of central authorities superfluous and even impossible. At the same time, recommender systems are gaining considerable impact in e-commerce, providing people with recommendations that are personalized and tailored to their very needs. These recommender systems have traditionally been deployed with stark centralized scenarios in mind, operating in closed communities detached from their host network's outer perimeter. We aim at marrying these two worlds, i.e., decentralized peer-to-peer computing and recommender systems, in one agent-based framework. Our architecture features an epidemic-style protocol maintaining neighborhoods of like-minded peers in a robust, selforganizing fashion. In order to demonstrate our architecture's ability to retain scalability, robustness and to allow for convergence towards high-quality recommendations, we conduct offline experiments on top of the popular MovieLens dataset.
The Latent Relation Mapping Engine: Algorithm and Experiments
Many AI researchers and cognitive scientists have argued that analogy is the core of cognition. The most influential work on computational modeling of analogy-making is Structure Mapping Theory (SMT) and its implementation in the Structure Mapping Engine (SME). A limitation of SME is the requirement for complex hand-coded representations. We introduce the Latent Relation Mapping Engine (LRME), which combines ideas from SME and Latent Relational Analysis (LRA) in order to remove the requirement for hand-coded representations. LRME builds analogical mappings between lists of words, using a large corpus of raw text to automatically discover the semantic relations among the words. We evaluate LRME on a set of twenty analogical mapping problems, ten based on scientific analogies and ten based on common metaphors. LRME achieves human-level performance on the twenty problems. We compare LRME with a variety of alternative approaches and find that they are not able to reach the same level of performance.
The Latent Relation Mapping Engine: Algorithm and Experiments
Many AI researchers and cognitive scientists have argued that analogy is the core of cognition. The most influential work on computational modeling of analogy-making is Structure Mapping Theory (SMT) and its implementation in the Structure Mapping Engine (SME). A limitation of SME is the requirement for complex hand-coded representations. We introduce the Latent Relation Mapping Engine (LRME), which combines ideas from SME and Latent Relational Analysis (LRA) in order to remove the requirement for hand-coded representations. LRME builds analogical mappings between lists of words, using a large corpus of raw text to automatically discover the semantic relations among the words. We evaluate LRME on a set of twenty analogical mapping problems, ten based on scientific analogies and ten based on common metaphors. LRME achieves human-level performance on the twenty problems. We compare LRME with a variety of alternative approaches and find that they are not able to reach the same level of performance.
Finding Still Lifes with Memetic/Exact Hybrid Algorithms
Gallardo, Jose E., Cotta, Carlos, Fernandez, Antonio J.
The maximum density still life problem (MDSLP) is a hard constraint optimization problem based on Conway's game of life. It is a prime example of weighted constrained optimization problem that has been recently tackled in the constraint-programming community. Bucket elimination (BE) is a complete technique commonly used to solve this kind of constraint satisfaction problem. When the memory required to apply BE is too high, a heuristic method based on it (denominated mini-buckets) can be used to calculate bounds for the optimal solution. Nevertheless, the curse of dimensionality makes these techniques unpractical for large size problems. In response to this situation, we present a memetic algorithm for the MDSLP in which BE is used as a mechanism for recombining solutions, providing the best possible child from the parental set. Subsequently, a multi-level model in which this exact/metaheuristic hybrid is further hybridized with branch-and-bound techniques and mini-buckets is studied. Extensive experimental results analyze the performance of these models and multi-parent recombination. The resulting algorithm consistently finds optimal patterns for up to date solved instances in less time than current approaches. Moreover, it is shown that this proposal provides new best known solutions for very large instances.
A Growing Self-Organizing Network for Reconstructing Curves and Surfaces
In the original Self-Organizing Map (SOM) algorithm by Teuvo Kohonen [1] a lattice of connected units learns a representation of an input data distribution. During the learning process, the weight vector - i.e. a position in the input space - associated to each unit is progressively adapted to the input distribution by finding the unit that best matches each input and moving it'closer' to that input, together with a subset of neighboring units, to an extent that decreases with the distance on the lattice from the best matching unit. As the adaptation progresses, the SOM tends to represent the topology input data distribution in the sense that it maps inputs that are'close' in the input space to units that are neighbors in the lattice. In the Neural Gas (NG) algorithm [2], the topology of the network of units is not fixed, as it is with SOMs, but is learnt from the input distribution as part of the adaptation process. In particular, Martinetz and Schulten have shown in [3] that, under certain conditions, the Neural Gas algorithm tends to constructing a restricted Delaunay graph, namely a triangulation with remarkable topological properties to be discussed later. They deem the structure constructed by the algorithm a topology representing network (TRN). Besides the thread of subsequent developments in the field of neural networks, the work by Martintetz and Schulten have raised also a considerable interest in the community of computational topology and geometry. The studies that followed in this direction have produced a number of theoretical results that are nowadays at the foundations of some popular methods for curve and surface reconstruction in computer graphics ([4]), although they have little or nothing in common with neural networks algorithms.
Learning to Reach Agreement in a Continuous Ultimatum Game
de Jong, S., Uyttendaele, S., Tuyls, K.
It is well-known that acting in an individually rational manner, according to the principles of classical game theory, may lead to sub-optimal solutions in a class of problems named social dilemmas. In contrast, humans generally do not have much difficulty with social dilemmas, as they are able to balance personal benefit and group benefit. As agents in multi-agent systems are regularly confronted with social dilemmas, for instance in tasks such as resource allocation, these agents may benefit from the inclusion of mechanisms thought to facilitate human fairness. Although many of such mechanisms have already been implemented in a multi-agent systems context, their application is usually limited to rather abstract social dilemmas with a discrete set of available strategies (usually two). Given that many real-world examples of social dilemmas are actually continuous in nature, we extend this previous work to more general dilemmas, in which agents operate in a continuous strategy space. The social dilemma under study here is the well-known Ultimatum Game, in which an optimal solution is achieved if agents agree on a common strategy. We investigate whether a scale-free interaction network facilitates agents to reach agreement, especially in the presence of fixed-strategy agents that represent a desired (e.g. human) outcome. Moreover, we study the influence of rewiring in the interaction network. The agents are equipped with continuous-action learning automata and play a large number of random pairwise games in order to establish a common strategy. From our experiments, we may conclude that results obtained in discrete-strategy games can be generalized to continuous-strategy games to a certain extent: a scale-free interaction network structure allows agents to achieve agreement on a common strategy, and rewiring in the interaction network greatly enhances the agents' ability to reach agreement. However, it also becomes clear that some alternative mechanisms, such as reputation and volunteering, have many subtleties involved and do not have convincing beneficial effects in the continuous case.
A New Method for Knowledge Representation in Expert System's (XMLKR)
Knowledge representation it is an essential section of a Expert Systems, Because in this section we have a framework to establish an expert system then we can modeling and use by this to design an expert system. Many method it is exist for knowledge representation but each method have problems, in this paper we introduce a new method of object oriented by XML language as XMLKR to knowledge representation, and we want to discuss advantage and disadvantage of this method.
AND/OR Multi-Valued Decision Diagrams (AOMDDs) for Graphical Models
Mateescu, R., Dechter, R., Marinescu, R.
Inspired by the recently introduced framework of AND/OR search spaces for graphical models, we propose to augment Multi-Valued Decision Diagrams (MDD) with AND nodes, in order to capture function decomposition structure and to extend these compiled data structures to general weighted graphical models (e.g., probabilistic models). We present the AND/OR Multi-Valued Decision Diagram (AOMDD) which compiles a graphical model into a canonical form that supports polynomial (e.g., solution counting, belief updating) or constant time (e.g. equivalence of graphical models) queries. We provide two algorithms for compiling the AOMDD of a graphical model. The first is search-based, and works by applying reduction rules to the trace of the memory intensive AND/OR search algorithm. The second is inference-based and uses a Bucket Elimination schedule to combine the AOMDDs of the input functions via the the APPLY operator. For both algorithms, the compilation time and the size of the AOMDD are, in the worst case, exponential in the treewidth of the graphical model, rather than pathwidth as is known for ordered binary decision diagrams (OBDDs). We introduce the concept of semantic treewidth, which helps explain why the size of a decision diagram is often much smaller than the worst case bound. We provide an experimental evaluation that demonstrates the potential of AOMDDs.
Efficient Exact Inference in Planar Ising Models
Schraudolph, Nicol N., Kamenetsky, Dmitry
We give polynomial-time algorithms for the exact computation of lowest-energy (ground) states, worst margin violators, log partition functions, and marginal edge probabilities in certain binary undirected graphical models. Our approach provides an interesting alternative to the well-known graph cut paradigm in that it does not impose any submodularity constraints; instead we require planarity to establish a correspondence with perfect matchings (dimer coverings) in an expanded dual graph. We implement a unified framework while delegating complex but well-understood subproblems (planar embedding, maximum-weight perfect matching) to established algorithms for which efficient implementations are freely available. Unlike graph cut methods, we can perform penalized maximum-likelihood as well as maximum-margin parameter estimation in the associated conditional random fields (CRFs), and employ marginal posterior probabilities as well as maximum a posteri-ori (MAP) states for prediction. Maximum-margin CRF parameter estimation on image denoising and segmentation problems shows our approach to be efficient and effective. A C implementation is available from http://nic.schraudolph.org/isinf/ .