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kLog: A Language for Logical and Relational Learning with Kernels (Extended Abstract)

AAAI Conferences

We introduce kLog, a novel language for kernel-based learning on expressive logical and relational representations. kLog allows users to specify logical and relational learning problems declaratively. It builds on simple but powerful concepts: learning from interpretations, entity/relationship data modeling, and logic programming. Access by the kernel to the rich representation is mediated by a technique we call graphicalization: the relational representation is first transformed into a graph — in particular, a grounded entity/relationship diagram. Subsequently, a choice of graph kernel defines the feature space. The kLog framework can be applied to tackle the same range of tasks that has made statistical relational learning so popular, including classification, regression, multitask learning, and collective classification. An empirical evaluation shows that kLog can be either more accurate, or much faster at the same level of accuracy, than Tilde and Alchemy.


The Complexity of Manipulative Attacks in Nearly Single-Peaked Electorates (Extended Abstract)

AAAI Conferences

Many electoral control and manipulation problems — which we will refer to in general as manipulative actions problems — are NP-hard in the general case.  Many of these problems fall into polynomial time if the electorate is single-peaked, i.e., is  polarized along some axis/issue. However, real-world electorates are not truly single-peaked — for example, there may be some maverick voters — and to take this into account, we study the complexity of manipulative-action algorithms for  the case of nearly single-peaked electorates.


Common Sense Reasoning for Detection, Prevention, and Mitigation of Cyberbullying (Extended Abstract)

AAAI Conferences

We present an approach for cyberbullying detection based on state-of-the-art text classification and a common sense knowledge base, which permits recognition over a broad spectrum of topics in everyday life. We analyze a more narrow range of particular subject matter associated with bullying and construct BullySpace, a common sense knowledge base that encodes particular knowledge about bullying situations. We then perform joint reasoning with common sense knowledge about a wide range of everyday life topics. We analyze messages using our novel AnalogySpace common sense reasoning technique. We also take into account social network analysis and other factors. We evaluate the model on real-world instances that have been reported by users on Form spring, a social networking website that is popular with teenagers. On the intervention side, we explore a set of reflective user interaction paradigms with the goal of promoting empathy among social network participants. We propose an air traffic control-like dashboard, which alerts moderators to large-scale outbreaks that appear to be escalating or spreading and helps them prioritize the current deluge of user complaints. For potential victims, we provide educational material that informs them about how to cope with the situation, and connects them with emotional support from others. A user evaluation shows that in context, targeted, and dynamic help during cyberbullying situations fosters end-user reflection that promotes better coping strategies.


Developing Corpora for Sentiment Analysis: The Case of Irony and Senti-TUT (Extended Abstract)

AAAI Conferences

This paper focusses on the main issues related to the development of a corpus for opinion and sentiment analysis, with a special attention to irony, and presents as a case study Senti-TUT, a project for Italian aimed at investigating sentiment and irony in social media. We present the Senti-TUT corpus, a collection of texts from Twitter annotated with sentiment polarity. We describe the dataset, the annotation, the methodologies applied and our investigations on two important features of irony: polarity reversing and emotion expressions.


The Arcade Learning Environment: An Evaluation Platform for General Agents (Extended Abstract)

AAAI Conferences

In this extended abstract we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by presenting a benchmark set of domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. We conclude with a brief update on the latest ALE developments. All of the software, including the benchmark agents, is publicly available.


Capturing a Musician's Groove: Generation of Realistic Accompaniments from Single Song Recordings

AAAI Conferences

This demonstration presents a concatenative synthesis engine for the generation of musical accompaniments, based on chord progressions. The system takes a player's song recording as input, and generates the accompaniment for any other song, based on the input content. We show that working on accompaniment requires a special care about temporal deviations at the border of the sliced chunks, because they make most of the rhythmic groove. We address it by discriminating accidental deviations against intentional ones, in order to correct the first while keeping the second. We will provide a full demonstration of the system, from the recording process to the generation, in various conditions, inviting the audience to participate.


Modelling High-Dimensional Sequences with LSTM-RTRBM: Application to Polyphonic Music Generation

AAAI Conferences

We propose an automatic music generation demo based on artificial neural networks, which integrates the ability of Long Short-Term Memory (LSTM) in memorizing and retrieving useful history information, together with the advantage of Restricted Boltzmann Machine (RBM) in high dimensional data modelling. Our model can generalize to different musical styles and generate polyphonic music better than previous models.


Max Order: A Tale of Creativity

AAAI Conferences

But growing up, in conflict with her father We present a graphic novel project aiming at illustrating current research results and issues regarding the creative process and its relation with artificial intelligence. The main character, Max Order, is an artist who symbolizes the difficulty of coming up with new, creative ideas, giving up imitation of others and finding one's own style.


Solving the Partial Label Learning Problem: An Instance-Based Approach

AAAI Conferences

In partial label learning, each training example is associated with a set of candidate labels, among which only one is valid. An intuitive strategy to learn from partial label examples is to treat all candidate labels equally and make prediction by averaging their modeling outputs. Nonetheless, this strategy may suffer from the problem that the modeling output from the valid label is overwhelmed by those from the false positive labels. In this paper, an instance-based approach named IPAL is proposed by directly disambiguating the candidate label set. Briefly, IPAL tries to identify the valid label of each partial label example via an iterative label propagation procedure, and then classifies the unseen instance based on minimum error reconstruction from its nearest neighbors. Extensive experiments show that IPAL compares favorably against the existing instance-based as well as other state-of-the-art partial label learning approaches.


Deep Convolutional Neural Networks on Multichannel Time Series for Human Activity Recognition

AAAI Conferences

This paper focuses on human activity recognition (HAR) problem, in which inputs are multichannel time series signals acquired from a set of body-worn inertial sensors and outputs are predefined human activities. In this problem, extracting effective features for identifying activities is a critical but challenging task. Most existing work relies on heuristic hand-crafted feature design and shallow feature learning architectures, which cannot find those distinguishing features to accurately classify different activities. In this paper, we propose a systematic feature learning method for HAR problem. This method adopts a deep convolutional neural networks (CNN) to automate feature learning from the raw inputs in a systematic way. Through the deep architecture, the learned features are deemed as the higher level abstract representation of low level raw time series signals. By leveraging the labelled information via supervised learning, the learned features are endowed with more discriminative power. Unified in one model, feature learning and classification are mutually enhanced. All these unique advantages of the CNN make it outperform other HAR algorithms, as verified in the experiments on  the Opportunity Activity Recognition Challenge and other  benchmark datasets.