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Distributed Online Learning via Cooperative Contextual Bandits

arXiv.org Machine Learning

In this paper we propose a novel framework for decentralized, online learning by many learners. At each moment of time, an instance characterized by a certain context may arrive to each learner; based on the context, the learner can select one of its own actions (which gives a reward and provides information) or request assistance from another learner. In the latter case, the requester pays a cost and receives the reward but the provider learns the information. In our framework, learners are modeled as cooperative contextual bandits. Each learner seeks to maximize the expected reward from its arrivals, which involves trading off the reward received from its own actions, the information learned from its own actions, the reward received from the actions requested of others and the cost paid for these actions - taking into account what it has learned about the value of assistance from each other learner. We develop distributed online learning algorithms and provide analytic bounds to compare the efficiency of these with algorithms with the complete knowledge (oracle) benchmark (in which the expected reward of every action in every context is known by every learner). Our estimates show that regret - the loss incurred by the algorithm - is sublinear in time. Our theoretical framework can be used in many practical applications including Big Data mining, event detection in surveillance sensor networks and distributed online recommendation systems.


Reports of the Workshops Held at the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

AI Magazine

The AIIDE-14 Workshop program was held Friday and Saturday, October 3โ€“4, 2014 at North Carolina State University in Raleigh, North Carolina. The workshop program included five workshops covering a wide range of topics. The titles of the workshops held Friday were Games and Natural Language Processing, and Artificial Intelligence in Adversarial Real-Time Games. The titles of the workshops held Saturday were Diversity in Games Research, Experimental Artificial Intelligence in Games, and Musical Metacreation. This article presents short summaries of those events.


Reports of the AAAI 2014 Conference Workshops

AI Magazine

The AAAI-14 Workshop program was held Sunday and Monday, July 27โ€“28, 2012, at the Quรฉbec City Convention Centre in Quรฉbec, Canada. Canada. The AAAI-14 workshop program included fifteen workshops covering a wide range of topics in artificial intelligence. The titles of the workshops were AI and Robotics; Artificial Intelligence Applied to Assistive Technologies and Smart Environments; Cognitive Computing for Augmented Human Intelligence; Computer Poker and Imperfect Information; Discovery Informatics; Incentives and Trust in Electronic Communities; Intelligent Cinematography and Editing; Machine Learning for Interactive Systems: Bridging the Gap between Perception, Action and Communication; Modern Artificial Intelligence for Health Analytics; Multiagent Interaction without Prior Coordination; Multidisciplinary Workshop on Advances in Preference Handling; Semantic Cities โ€” Beyond Open Data to Models, Standards and Reasoning; Sequential Decision Making with Big Data; Statistical Relational AI; and The World Wide Web and Public Health Intelligence. This article presents short summaries of those events.



Early Steps Towards Web Scale Information Extraction with LODIE

AI Magazine

Information extraction (IE) is the technique for transforming unstructured textual data into structured representation that can be understood by machines. The exponential growth of the Web generates an exceptional quantity of data for which automatic knowledge capture is essential. This work describes the methodology for web scale information extraction in the LODIE project (linked open data information extraction) and highlights results from the early experiments carried out in the initial phase of the project. LODIE aims to develop information extraction techniques able to scale at web level and adapt to user information needs. The core idea behind LODIE is the usage of linked open data, a very large-scale information resource, as a ground-breaking solution for IE, which provides invaluable annotated data on a growing number of domains. This article has two objectives. First, describing the LODIE project as a whole and depicting its general challenges and directions. Second, describing some initial steps taken towards the general solution, focusing on a specific IE subtask, wrapper induction.


Construction of FuzzyFind Dictionary using Golay Coding Transformation for Searching Applications

arXiv.org Artificial Intelligence

Searching through a large volume of data is very critical for companies, scientists, and searching engines applications due to time complexity and memory complexity. In this paper, a new technique of generating FuzzyFind Dictionary for text mining was introduced. We simply mapped the 23 bits of the English alphabet into a FuzzyFind Dictionary or more than 23 bits by using more FuzzyFind Dictionary, and reflecting the presence or absence of particular letters. This representation preserves closeness of word distortions in terms of closeness of the created binary vectors within Hamming distance of 2 deviations. This paper talks about the Golay Coding Transformation Hash Table and how it can be used on a FuzzyFind Dictionary as a new technology for using in searching through big data. This method is introduced by linear time complexity for generating the dictionary and constant time complexity to access the data and update by new data sets, also updating for new data sets is linear time depends on new data points. This technique is based on searching only for letters of English that each segment has 23 bits, and also we have more than 23-bit and also it could work with more segments as reference table.


Hypoelliptic Diffusion Maps I: Tangent Bundles

arXiv.org Machine Learning

We introduce the concept of Hypoelliptic Diffusion Maps (HDM), a framework generalizing Diffusion Maps in the context of manifold learning and dimensionality reduction. Standard non-linear dimensionality reduction methods (e.g., LLE, ISOMAP, Laplacian Eigenmaps, Diffusion Maps) focus on mining massive data sets using weighted affinity graphs; Orientable Diffusion Maps and Vector Diffusion Maps enrich these graphs by attaching to each node also some local geometry. HDM likewise considers a scenario where each node possesses additional structure, which is now itself of interest to investigate. Virtually, HDM augments the original data set with attached structures, and provides tools for studying and organizing the augmented ensemble. The goal is to obtain information on individual structures attached to the nodes and on the relationship between structures attached to nearby nodes, so as to study the underlying manifold from which the nodes are sampled. In this paper, we analyze HDM on tangent bundles, revealing its intimate connection with sub-Riemannian geometry and a family of hypoelliptic differential operators. In a later paper, we shall consider more general fibre bundles.


Elementary School Science and Math Tests as a Driver for AI: Take the Aristo Challenge!

AAAI Conferences

While there has been an explosion of impressive, data-driven AI applications in recent years, machines still largely lack a deeper understanding of the world to answer questions that go beyond information explicitly stated in text, and to explain and discuss those answers. To reach this next generation of AI applications, it is imperative to make faster progress in areas of knowledge, modeling, reasoning, and language. Standardized tests have often been proposed as a driver for such progress, with good reason: Many of the questions require sophisticated understanding of both language and the world, pushing the boundaries of AI, while other questions are easier, supporting incremental progress. In Project Aristo at the Allen Institute for AI, we are working on a specific version of this challenge, namely having the computer pass Elementary School Science and Math exams. Even at this level there is a rich variety of problems and question types, the most difficult requiring significant progress in AI. Here we propose this task as a challenge problem for the community, and are providing supporting datasets. Solutions to many of these problems would have a major impact on the field so we encourage you: Take the Aristo Challenge!


SKILL: A System for Skill Identification and Normalization

AAAI Conferences

Named Entity Recognition (NER) and Named Entity Normalization (NEN) refer to the recognition and normalization of raw texts to known entities. From the perspective of recruitment innovation, professional skill characterization and normalization render human capital data more meaningful both commercially and socially. Accurate and detailed normalization of skills is the key for the predictive analysis of labor market dynamics. Such analytics help bridge the skills gap between employers and candidate workers by matching the right talent for the right job and identifying in-demand skills for workforce training programs. This can also work towards the social goal of providing more job opportunities to the community. In this paper we propose an automated approach for skill entity recognition and optimal normalization. The proposed system has two components: 1) Skills taxonomy generation, which employs vocational skill related sections of resumes and Wikipedia categories to define and develop a taxonomy of professional skills; 2) Skills tagging, which leverages properties of semantic word vectors to recognize and normalize relevant skills in input text. By sampling based end-user evaluation, the current system attains 91% accuracy on the taxonomy generation and 82% accuracy on the skills tagging tasks. The beta version of the system is currently applied in various big data and business intelligence applications for workforce analytics and career track projections at CareerBuilder.


Interactive Restless Multi-armed Bandit Game and Swarm Intelligence Effect

arXiv.org Artificial Intelligence

We obtain the conditions for the emergence of the swarm intelligence effect in an interactive game of restless multi-armed bandit (rMAB). A player competes with multiple agents. Each bandit has a payoff that changes with a probability $p_{c}$ per round. The agents and player choose one of three options: (1) Exploit (a good bandit), (2) Innovate (asocial learning for a good bandit among $n_{I}$ randomly chosen bandits), and (3) Observe (social learning for a good bandit). Each agent has two parameters $(c,p_{obs})$ to specify the decision: (i) $c$, the threshold value for Exploit, and (ii) $p_{obs}$, the probability for Observe in learning. The parameters $(c,p_{obs})$ are uniformly distributed. We determine the optimal strategies for the player using complete knowledge about the rMAB. We show whether or not social or asocial learning is more optimal in the $(p_{c},n_{I})$ space and define the swarm intelligence effect. We conduct a laboratory experiment (67 subjects) and observe the swarm intelligence effect only if $(p_{c},n_{I})$ are chosen so that social learning is far more optimal than asocial learning.