Education
Learning Director Agent Strategies: An Inductive Framework for Modeling Director Agents
Lee, Seung (North Carolina State University) | Mott, Bradford (North Carolina State University) | Lester, James (North Carolina State University)
Interactive narrative environments offer significant potential for creating engaging narrative experiences that are tailored to individual users. Increasingly, applications in education, training, and entertainment are leveraging narrative to create rich interactive experiences in virtual storyworlds. A key challenge posed by these environments is devising accurate models of director agentsโ strategies that determine the most appropriate director action to perform for crafting customized story experiences. A promising approach is developing an empirically informed model of director agentsโ decision-making strategies. In this paper, we propose a framework for learning models of director agent decision-making strategies by observing human-human interactions in an interactive narrative-centered learning environment. The results are encouraging and suggest that creating empirically driven models of director agent decision-making is a promising approach to interactive narrative.
Goal Recognition with Markov Logic Networks for Player-Adaptive Games
Ha, Eun Young (North Carolina State University) | Rowe, Jonathan P. (North Carolina State University) | Mott, Bradford W. (North Carolina State University) | Lester, James C. (North Carolina State University)
Goal recognition is the task of inferring usersโ goals from sequences of observed actions. By enabling player-adaptive digital games to dynamically adjust their behavior in concert with playersโ changing goals, goal recognition can inform adaptive decision making for a broad range of entertainment, training, and education applications. This paper presents a goal recognition framework based on Markov logic networks (MLN). The modelโs parameters are directly learned from a corpus of actions that was collected through player interactions with a non-linear educational game. An empirical evaluation demonstrates that the MLN goal recognition framework accurately predicts playersโ goals in a game environment with multiple solution paths.
Towards a Computational Model of Narrative Visualization
Baikadi, Alok (North Carolina State University) | Goth, Julius (North Carolina State University) | Mitchell, Christopher M. (North Carolina State University) | Ha, Eun Y. (North Carolina State University) | Mott, Bradford W. (North Carolina State University) | Lester, James C. (North Carolina State University)
The task of narrative visualization has been the subject of increasing interest in recent years. Much like data visualization, narrative visualization offers users an informative and aesthetically pleasing perspective on โstorydata.โ Automatically creating visual representations ofnarratives poses significant computational challenges due to the complex affective and causal elements, among other things, that must be realized in visualizations. In addition, narratives that are composed by novice writers pose additional challenges due to the disfluencies stemming from ungrammatical text. In this paper, we introduce the NARRATIVE THEATRE, a narrative visualization system under development in our laboratory that generates narrative visualizations from middle school writersโ text. The NARRATIVE THEATRE consists of a rich writing interface, a robust natural language processor, a narrative reasoner, and a storyboard generator. We discuss design issues bearing on narrative visualization, introduce the NARRATIVE THEATRE, and describe narrative corpora that have been collected to study narrative visualization. We conclude with a discussion of a narrative visualization research agenda.
Linearized Additive Classifiers
We revisit the additive model learning literature and adapt a penalized spline formulation due to Eilers and Marx, to train additive classifiers efficiently. We also propose two new embeddings based two classes of orthogonal basis with orthogonal derivatives, which can also be used to efficiently learn additive classifiers. This paper follows the popular theme in the current literature where kernel SVMs are learned much more efficiently using a approximate embedding and linear machine. In this paper we show that spline basis are especially well suited for learning additive models because of their sparsity structure and the ease of computing the embedding which enables one to train these models in an online manner, without incurring the memory overhead of precomputing the storing the embeddings. We show interesting connections between B-Spline basis and histogram intersection kernel and show that for a particular choice of regularization and degree of the B-Splines, our proposed learning algorithm closely approximates the histogram intersection kernel SVM. This enables one to learn additive models with almost no memory overhead compared to fast a linear solver, such as LIBLINEAR, while being only 5-6X slower on average. On two large scale image classification datasets, MNIST and Daimler Chrysler pedestrians, the proposed additive classifiers are as accurate as the kernel SVM, while being two orders of magnitude faster to train.
Analysis of first prototype universal intelligence tests: evaluating and comparing AI algorithms and humans
Insa-Cabrera, Javier, Hernandez-Orallo, Jose
Today, available methods that assess AI systems are focused on using empirical techniques to measure the performance of algorithms in some specific tasks (e.g., playing chess, solving mazes or land a helicopter). However, these methods are not appropriate if we want to evaluate the general intelligence of AI and, even less, if we compare it with human intelligence. The ANYNT project has designed a new method of evaluation that tries to assess AI systems using well known computational notions and problems which are as general as possible. This new method serves to assess general intelligence (which allows us to learn how to solve any new kind of problem we face) and not only to evaluate performance on a set of specific tasks. This method not only focuses on measuring the intelligence of algorithms, but also to assess any intelligent system (human beings, animals, AI, aliens?,...), and letting us to place their results on the same scale and, therefore, to be able to compare them. This new approach will allow us (in the future) to evaluate and compare any kind of intelligent system known or even to build/find, be it artificial or biological. This master thesis aims at ensuring that this new method provides consistent results when evaluating AI algorithms, this is done through the design and implementation of prototypes of universal intelligence tests and their application to different intelligent systems (AI algorithms and humans beings). From the study we analyze whether the results obtained by two different intelligent systems are properly located on the same scale and we propose changes and refinements to these prototypes in order to, in the future, being able to achieve a truly universal intelligence test.
Convex and Network Flow Optimization for Structured Sparsity
Mairal, Julien, Jenatton, Rodolphe, Obozinski, Guillaume, Bach, Francis
We consider a class of learning problems regularized by a structured sparsity-inducing norm defined as the sum of l_2- or l_infinity-norms over groups of variables. Whereas much effort has been put in developing fast optimization techniques when the groups are disjoint or embedded in a hierarchy, we address here the case of general overlapping groups. To this end, we present two different strategies: On the one hand, we show that the proximal operator associated with a sum of l_infinity-norms can be computed exactly in polynomial time by solving a quadratic min-cost flow problem, allowing the use of accelerated proximal gradient methods. On the other hand, we use proximal splitting techniques, and address an equivalent formulation with non-overlapping groups, but in higher dimension and with additional constraints. We propose efficient and scalable algorithms exploiting these two strategies, which are significantly faster than alternative approaches. We illustrate these methods with several problems such as CUR matrix factorization, multi-task learning of tree-structured dictionaries, background subtraction in video sequences, image denoising with wavelets, and topographic dictionary learning of natural image patches.
Differentially Private Online Learning
Jain, Prateek, Kothari, Pravesh, Thakurta, Abhradeep
In this paper, we consider the problem of preserving privacy in the online learning setting. We study the problem in the online convex programming (OCP) framework---a popular online learning setting with several interesting theoretical and practical implications---while using differential privacy as the formal privacy measure. For this problem, we distill two critical attributes that a private OCP algorithm should have in order to provide reasonable privacy as well as utility guarantees: 1) linearly decreasing sensitivity, i.e., as new data points arrive their effect on the learning model decreases, 2) sub-linear regret bound---regret bound is a popular goodness/utility measure of an online learning algorithm. Given an OCP algorithm that satisfies these two conditions, we provide a general framework to convert the given algorithm into a privacy preserving OCP algorithm with good (sub-linear) regret. We then illustrate our approach by converting two popular online learning algorithms into their differentially private variants while guaranteeing sub-linear regret ($O(\sqrt{T})$). Next, we consider the special case of online linear regression problems, a practically important class of online learning problems, for which we generalize an approach by Dwork et al. to provide a differentially private algorithm with just $O(\log^{1.5} T)$ regret. Finally, we show that our online learning framework can be used to provide differentially private algorithms for offline learning as well. For the offline learning problem, our approach obtains better error bounds as well as can handle larger class of problems than the existing state-of-the-art methods Chaudhuri et al.
Measuring Intelligence through Games
Schaul, Tom, Togelius, Julian, Schmidhuber, Jรผrgen
Artificial general intelligence (AGI) refers to research aimed at tackling the full problem of artificial intelligence, that is, create truly intelligent agents. This sets it apart from most AI research which aims at solving relatively narrow domains, such as character recognition, motion planning, or increasing player satisfaction in games. But how do we know when an agent is truly intelligent? A common point of reference in the AGI community is Legg and Hutter's formal definition of universal intelligence, which has the appeal of simplicity and generality but is unfortunately incomputable. Games of various kinds are commonly used as benchmarks for "narrow" AI research, as they are considered to have many important properties. We argue that many of these properties carry over to the testing of general intelligence as well. We then sketch how such testing could practically be carried out. The central part of this sketch is an extension of universal intelligence to deal with finite time, and the use of sampling of the space of games expressed in a suitably biased game description language.
ShareBoost: Efficient Multiclass Learning with Feature Sharing
Shalev-Shwartz, Shai, Wexler, Yonatan, Shashua, Amnon
Multiclass prediction is the problem of classifying an object into a relevant target class. We consider the problem of learning a multiclass predictor that uses only few features, and in particular, the number of used features should increase sub-linearly with the number of possible classes. This implies that features should be shared by several classes. We describe and analyze the ShareBoost algorithm for learning a multiclass predictor that uses few shared features. We prove that ShareBoost efficiently finds a predictor that uses few shared features (if such a predictor exists) and that it has a small generalization error. We also describe how to use ShareBoost for learning a non-linear predictor that has a fast evaluation time. In a series of experiments with natural data sets we demonstrate the benefits of ShareBoost and evaluate its success relatively to other state-of-the-art approaches.
Tech Report A Variational HEM Algorithm for Clustering Hidden Markov Models
Coviello, Emanuele, Chan, Antoni B., Lanckriet, Gert R. G.
The hidden Markov model (HMM) is a generative model that treats sequential data under the assumption that each observation is conditioned on the state of a discrete hidden variable that evolves in time as a Markov chain. In this paper, we derive a novel algorithm to cluster HMMs through their probability distributions. We propose a hierarchical EM algorithm that i) clusters a given collection of HMMs into groups of HMMs that are similar, in terms of the distributions they represent, and ii) characterizes each group by a "cluster center", i.e., a novel HMM that is representative for the group. We present several empirical studies that illustrate the benefits of the proposed algorithm.