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Adaptive Affinity Propagation Clustering

arXiv.org Artificial Intelligence

Affinity propagation clustering (AP) has two limitations: it is hard to know what value of parameter 'preference' can yield an optimal clustering solution, and oscillations cannot be eliminated automatically if occur. The adaptive AP method is proposed to overcome these limitations, including adaptive scanning of preferences to search space of the number of clusters for finding the optimal clustering solution, adaptive adjustment of damping factors to eliminate oscillations, and adaptive escaping from oscillations when the damping adjustment technique fails. Experimental results on simulated and real data sets show that the adaptive AP is effective and can outperform AP in quality of clustering results.


Contact state analysis using NFIS and SOM

arXiv.org Artificial Intelligence

In this manner, on a simple system, the evolution of contact states, by parallelization of DDA, h as been investigated. So, a comparison between NFIS and SOM results has been presented. The results show appli cability of the proposed methods, by different accuracy, on detection of contact's distribution.


AGNOSCO - Identification of Infected Nodes with artificial Ant Colonies

arXiv.org Artificial Intelligence

If a computer node is infected by a virus, worm or a backdoor, then this is a security risk for the complete network structure where the node is associated. Existing Network Intrusion Detection Systems (NIDS) provide a certain amount of support for the identification of such infected nodes but suffer from the need of plenty of communication and computational power. In this article, we present a novel approach called AGNOSCO to support the identification of infected nodes through the usage of artificial ant colonies. It is shown that AGNOSCO overcomes the communication and computational power problem while identifying infected nodes properly.


Order to Disorder Transitions in Hybrid Intelligent Systems: a Hatch to the Interactions of Nations -Governments

arXiv.org Artificial Intelligence

In this study, under general frame of MAny Connected Intelligent Particles Systems (MACIPS), we reproduce two new simple subsets of such intelligent complex network, namely hybrid intelligent systems, involved a few prominent intelligent computing and approximate reasoning methods: self organizing feature map (SOM), Neuro-Fuzzy Inference System and Rough Set Theory (RST). Over this, we show how our algorithms can be construed as a linkage of government-society interaction, where government catches various fashions of behavior: "solid (absolute) or flexible". So, transition of such society, by changing of connectivity parameters (noise) from order to disorder is inferred. Add to this, one may find an indirect mapping among finical systems and eventual market fluctuations with MACIPS.


Phase transition in SONFIS&SORST

arXiv.org Artificial Intelligence

In this study, we introduce general frame of MAny Connected Intelligent Particles Systems (MACIPS). Connections and interconnections between particles get a complex behavior of such merely simple system (system in system).Contribution of natural computing, under information granulation theory, are the main topics of this spacious skeleton. Upon this clue, we organize two algorithms involved a few prominent intelligent computing and approximate reasoning methods: self organizing feature map (SOM), Neuro- Fuzzy Inference System and Rough Set Theory (RST). Over this, we show how our algorithms can be taken as a linkage of government-society interaction, where government catches various fashions of behavior: solid (absolute) or flexible. So, transition of such society, by changing of connectivity parameters (noise) from order to disorder is inferred. Add to this, one may find an indirect mapping among financial systems and eventual market fluctuations with MACIPS. Keywords: phase transition, SONFIS, SORST, many connected intelligent particles system, society-government interaction


A Pseudo-Boolean Solution to the Maximum Quartet Consistency Problem

arXiv.org Artificial Intelligence

Determining the evolutionary history of a given biological data is an important task in biological sciences. Given a set of quartet topologies over a set of taxa, the Maximum Quartet Consistency (MQC) problem consists of computing a global phylogeny that satisfies the maximum number of quartets. A number of solutions have been proposed for the MQC problem, including Dynamic Programming, Constraint Programming, and more recently Answer Set Programming (ASP). ASP is currently the most efficient approach for optimally solving the MQC problem. This paper proposes encoding the MQC problem with pseudo-Boolean (PB) constraints. The use of PB allows solving the MQC problem with efficient PB solvers, and also allows considering different modeling approaches for the MQC problem. Initial results are promising, and suggest that PB can be an effective alternative for solving the MQC problem.


SimDialog: A visual game dialog editor

arXiv.org Artificial Intelligence

SimDialog: A Visual Game Dialog Editor 1 Running head: SIMDIALOG SIMDIALOG: A VISUAL GAME DIALOG EDITOR Charles B. Owen, Frank Biocca, Corey Bohil, Jason Conley Michigan State University East Lansing MI SimDialog: A Visual Game Dialog Editor 2 Abstract SimDialog is a visual editor for dialog in computer games. This paper presents the design of SimDialog, illustrating how script writers and non-programmers can easily create dialog for video games with complex branching structures and dynamic response characteristics. The system creates dialog as a directed graph. This allows for play using the dialog with a statebased cause and effect system that controls selection of non-player character responses and can provide a basic scoring mechanism for games. SimDialog: A Visual Game Dialog Editor 3 Introduction A challenge in the design of computer games is writing, organizing, and testing nonlinear dialog involving multiple user options and branches to many different possible character responses. One form of these are dialog trees (Bateman 2007) -- scripts that allow for multiple user inputs and character responses. We have developed SimDialog, a visual editor for complex nonlinear game dialog. The SimDialog system consists of an editor program that allows authors to design complex conversations with multiple options and a runtime component that manages the progression through the conversation during game play. SimDialog makes it easy for game writers and non-programmers to create dialog for computer games directly without having to edit complex file formats or pass their work to programmers who must then embed the dialog in the game program.


Time Varying Undirected Graphs

arXiv.org Machine Learning

Undirected graphs are often used to describe high dimensional distributions. Under sparsity conditions, the graph can be estimated using $\ell_1$ penalization methods. However, current methods assume that the data are independent and identically distributed. If the distribution, and hence the graph, evolves over time then the data are not longer identically distributed. In this paper, we show how to estimate the sequence of graphs for non-identically distributed data, where the distribution evolves over time.


Comparing the notions of optimality in CP-nets, strategic games and soft constraints

arXiv.org Artificial Intelligence

The notion of optimality naturally arises in many areas of applied mathematics and computer science concerned with decision making. Here we consider this notion in the context of three formalisms used for different purposes in reasoning about multi-agent systems: strategic games, CP-nets, and soft constraints. To relate the notions of optimality in these formalisms we introduce a natural qualitative modification of the notion of a strategic game. We show then that the optimal outcomes of a CP-net are exactly the Nash equilibria of such games. This allows us to use the techniques of game theory to search for optimal outcomes of CP-nets and vice-versa, to use techniques developed for CP-nets to search for Nash equilibria of the considered games. Then, we relate the notion of optimality used in the area of soft constraints to that used in a generalization of strategic games, called graphical games. In particular we prove that for a natural class of soft constraints that includes weighted constraints every optimal solution is both a Nash equilibrium and Pareto efficient joint strategy. For a natural mapping in the other direction we show that Pareto efficient joint strategies coincide with the optimal solutions of soft constraints.


Unicast and Multicast Qos Routing with Soft Constraint Logic Programming

arXiv.org Artificial Intelligence

We present a formal model to represent and solve the unicast/multicast routing problem in networks with Quality of Service (QoS) requirements. To attain this, first we translate the network adapting it to a weighted graph (unicast) or and-or graph (multicast), where the weight on a connector corresponds to the multidimensional cost of sending a packet on the related network link: each component of the weights vector represents a different QoS metric value (e.g. bandwidth, cost, delay, packet loss). The second step consists in writing this graph as a program in Soft Constraint Logic Programming (SCLP): the engine of this framework is then able to find the best paths/trees by optimizing their costs and solving the constraints imposed on them (e.g. delay < 40msec), thus finding a solution to QoS routing problems. Moreover, c-semiring structures are a convenient tool to model QoS metrics. At last, we provide an implementation of the framework over scale-free networks and we suggest how the performance can be improved.