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E-Martin

AAAI Conferences

Goal Recognition is the task of inferring an actor's goals given some or all of the actor's observed actions. There is considerable interest in Goal Recognition for use in intelligent personal assistants, smart environments, intelligent tutoring systems, and monitoring user's needs. In much of this work, the actor's observed actions are compared against a generated library of plans. Recent work by Ramirez and Geffner makes use of AI planning to determine how closely a sequence of observed actions matches plans for each possible goal. For each goal, this is done by comparing the cost of a plan for that goal with the cost of a plan for that goal that includes the observed actions. This approach yields useful rankings, but is impractical for real-time goal recognition in large domains because of the computational expense of constructing plans for each possible goal. In this paper, we introduce an approach that propagates cost and interaction information in a plan graph, and uses this information to estimate goal probabilities. We show that this approach is much faster, but still yields high quality results.


Polozov

AAAI Conferences

Word problems are an established technique for teaching mathematical modeling skills in K-12 education. However, many students find word problems unconnected to their lives, artificial, and uninteresting. Most students find them much more difficult than the corresponding symbolic representations. To account for this phenomenon, an ideal pedagogy might involve an individually crafted progression of unique word problems that form a personalized plot. We propose a novel technique for automatic generation of personalized word problems. In our system, word problems are generated from general specifications using answer-set programming (ASP). The specifications include tutor requirements (properties of a mathematical model), and student requirements (personalization, characters, setting). Our system takes a logical encoding of the specification, synthesizes a word problem narrative and its mathematical model as a labeled logical plot graph, and realizes the problem in natural language. Human judges found our problems as solvable as the textbook problems, with a slightly more artificial language.


Khedher

AAAI Conferences

In this paper, we aim to predict students' learning perfor-mance by combining two-modality sensing variables, namely eye tracking that monitors learners' eye movements and elec-troencephalography (EEG) that measures learners' cerebral activity. Our long-term goal is to use both data to provide ap-propriate adaptive assistance for students to enhance their learning experience and optimize their performance. An ex-perimental study was conducted in order to collet gaze data and brainwave signals of fifteen students during an interac-tion with a virtual learning environment. Different classifica-tion algorithms were used to discriminate between two groups of learners: students who successfully resolve the problem-solving tasks and students who do not. Experimental results demonstrated that the K-Nearest Neighbor classifier achieved good accuracy when combining both eye movement and EEG features compared to using solely eye movement or EEG.


Moussa

AAAI Conferences

We consider learning problems of an intuitive and concise preference model, called lexicographic preference lists (LP-lists). Given a set of examples that are pair- wise ordinal preferences over a universe of objects built of attributes of discrete values, we want to learn (1) an optimal LP-list that decides the maximum number of these examples, or (2) a near-optimal LP-list that decides as many examples as it can. To this end, we introduce a dynamic programming based algorithm and a genetic algorithm for these two learning problems, respectively. Furthermore, we empirically demonstrate that the sub-optimal models computed by the genetic algorithm very well approximate the de facto optimal models computed by our dynamic programming based algorithm, and that the genetic algorithm outperforms the existing greedy heuristic with higher accuracy predicting new preferences.


Ghali

AAAI Conferences

Gifted students have a higher capabilities of understanding and learning. They are characterized by a high level of attention and a high performance in the classroom. Gifted children are defined in this paper as children who have a performance higher than the average group (59.64%). In order to predict gifted students from normal students, we conducted an experiment where 17 pupils have voluntarily participated in this study. We collected different types of data (gender, age, performance, initial average in math and EEG mental states) in a web platform to learn mathematics called NetMath.


Desai

AAAI Conferences

We present a corpus and approach to deduce the difficulty of questions asked in a reading comprehension test. A feature-driven model is designed that associates each question with a difficulty level. This would eliminate the laborious task of manually annotating questions in a computerized testing environment. Experiments performed on our corpus show that our model can classify questions with a micro F-score of 0.68.


Mirzaei

AAAI Conferences

Recent studies have shown that students follow stable behavioral patterns while learning in online educational systems. These behavioral patterns can further be used to group the students into different clusters. However, as these clusters include both high-and low-performance students, the relation between the behavioral patterns and student performance is yet to be clarified. In this work, we study the relation between students' learning behaviors and their performance, in a self-organized online learning system that allows them to freely practice with various problems and worked examples. We represent each student's behavior as a vector of high-support sequential micro-patterns.


Rakhmanov

AAAI Conferences

Classification of hand drawn sketches with respect to content quality is extremely challenging task, comparing to usual image classification methods. In brief, we need to train computational device to able to classify the images of the same object into different classes with respect their content quality. In this paper we tested several methods of image classification, using machine learning and computer vision algorithms, to classify Draw-a-Person test images sketched by primary school students in Nigeria, aged 4 to 11 years. We collected 1000 original sketches and manually classified them (using guidelines from existing literature) according to the ages (8 classes) before testing this dataset on a computational device. The highest accuracy achieved in this experiment was 62%.


MacDermed

AAAI Conferences

Proposed Thesis: Achievable set methods can efficiently compute useful game theoretic solutions to general multi-agent reinforcement learning problems.


Neller

AAAI Conferences

The Model AI Assignments session seeks to gather and disseminate the best assignment designs of the Artificial Intelligence (AI) Education community. Recognizing that assignments form the core of student learning experience, we here present abstracts of three AI assignments from the 2013 session that are easily adoptable, playfully engaging, and flexible for a variety of instructor needs. Assignment specifications and supporting resources may be found at modelai.gettysburg.edu.