Goto

Collaborating Authors

 Industry


Automatic Generation of Raven’s Progressive Matrices

AAAI Conferences

Raven’s Progressive Matrices (RPMs) are a popular family of general intelligence tests, and provide a non-verbal measure of a test subject’s reasoning abilities. Traditionally RPMs have been manually designed. To make them readily available for both practice and examination, we tackle the problem of automatically synthesizing RPMs. Our goal is to efficiently generate a large number of RPMs that are authentic (i.e. similar to manually written problems), interesting (i.e. diverse in terms of difficulty), and well-formed (i.e unambiguous). The main technical challenges are: How to formalize RPMs to accommodate their seemingly enormous diversity, and how to define and enforce their validity? To this end, we (1) introduce an abstract representation of RPMs using first-order logic, and (2) restrict instantiations to only valid RPMs. We have realized our approach and evaluated its efficiency and effectiveness. We show that our system can generate hundreds of valid problems per second with varying levels of difficulty. More importantly, we show, via a user study with 24 participants, that the generated problems are statistically indistinguishable from actual problems. This work is an exciting instance of how logic and reasoning may aid general learning.


Dissecting German Grammar and Swiss Passports: Open-Domain Decomposition of Compositional Entries in Large-Scale Knowledge Repositories

AAAI Conferences

This paper presents a weakly supervised method that decomposes potentially compositional topics (Swiss passport) into zero or more constituent topics (Switzerland, Passport), where all topics are entries in a knowledge repository. The method increases the connectivity of the knowledge repository and, more importantly, identifies the constituent topics whose meaning can be later aggregated into the meaning of the compositional topics. By exploiting evidence within Wikipedia articles, the method acquires constituent topics of Freebase topics at precision and recall above 0.60, over multiple human-annotated evaluation sets.


A Simple Probabilistic Extension of Modal Mu-calculus

AAAI Conferences

Probabilistic systems are an important theme in AI domain. As the specification language, PCTL is the most frequently used logic for reasoning about probabilistic properties. In this paper, we present a natural and succinct probabilistic extension of Mu-calculus, another prominent logic in the concurrency theory. We study the relationship with PCTL. Surprisingly, the expressiveness is highly orthogonal with PCTL. The proposed logic captures some useful properties which cannot be expressed in PCTL. We investigate the model checking and satisfiability problem, and show that the model checking problem is in UP and co-UP, and the satisfiability checking can be decided via reducing into solving parity games. This is in contrast to PCTL as well, whose satisfiability checking is still an open problem.


Formal Analysis of Dialogues on Infinite Argumentation Frameworks

AAAI Conferences

The paper analyses multi-agent strategic dialogues on possibly infinite argumentation frameworks. We develop a formal model for representing such dialogues, and introduce FO A -ATL, a first-order extension of alternating-time logic, for expressing the interplay of strategic and argumentation-theoretic properties. This setting is investigated with respect to the model checking problem, by means of a suitable notion of bisimulation. This notion of bisimulation is also used to shed light on how static properties of argumentation frameworks influence their dynamic behaviour.


Mining Definitions from RDF Annotations Using Formal Concept Analysis

AAAI Conferences

The popularization and quick growth of Linked Open Data (LOD) has led to challenging aspects regarding quality assessment and data exploration of the RDF triples that shape the LOD cloud.Particularly, we are interested in the completeness of data and its potential to provide concept definitions in terms of necessary and sufficient conditions.In this work we propose a novel technique based on Formal Concept Analysis which organizes RDF data into a concept lattice.This allows data exploration as well as the discovery of implications, which are used to automatically detect missing information and then to complete RDF data.Moreover, this is a way of reconciling syntax and semantics in the LOD cloud.Finally, experiments on the DBpedia knowledge base show that the approach is well-founded and effective.


Mining Expert Play to Guide Monte Carlo Search in the Opening Moves of Go

AAAI Conferences

We propose a method to guide a Monte Carlo search in the initial moves of the game of Go. Our method matches the current state of a Go board against clusters of board configurations that are derived from a large number of games played by experts. The main advantage of this method is that it does not require an exact match of the current board, and hence is effective for a longer sequence of moves compared to traditional opening books. We apply this method to two different open-source Go-playing programs. Our experiments show that this method, through its filtering or biasing the choice of a next move to a small subset of possible moves, improves play effectively in the initial moves of a game.


Interplanetary Trajectory Planning with Monte Carlo Tree Search

AAAI Conferences

Planning an interplanetary trajectory is a very complex task, traditionally accomplished by domain experts using computer-aided design tools. Recent advances in trajectory optimization allow automation of part of the trajectory design but have yet to provide an efficient way to select promising planetary encounter sequences. In this work, we present a heuristic-free approach to automated trajectory planning (including the encounter sequence planning) based on Monte Carlo Tree Search (MCTS). We discuss a number of modifications to traditional MCTS unique to the domain of interplanetary trajectory planning and provide results on the Rosetta and Cassini-Huygens interplanetary mission design problems. The resulting heuristic-free method is found to be orders of magnitude more efficient with respect to a standard tree search with heuristic-based pruning which is the current state-of-the art in this domain.


A Fast Goal Recognition Technique Based on Interaction Estimates

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.


Generalized Rapid Action Value Estimation

AAAI Conferences

Monte Carlo Tree Search (MCTS) is the state of the art algorithm for many games including the game of Go and General Game Playing (GGP). The standard algorithm for MCTS is Upper Confidence bounds applied to Trees (UCT). For games such as Go a big improvement over UCT is the Rapid Action Value Estimation (RAVE) heuristic. We propose to generalize the RAVE heuristic so as to have more accurate estimates near the leaves. We test the resulting algorithm named GRAVE for Atarigo, Knighthrough, Domineering and Go.


Balance between Complexity and Quality: Local Search for Minimum Vertex Cover in Massive Graphs

AAAI Conferences

The problem of finding a minimum vertex cover (MinVC) in a graph is a well known NP-hard problem with important applications. There has been much interest in developing heuristic algorithms for finding a "good" vertex cover in graphs. In practice, most heuristic algorithms for MinVC are based on the local search method. Previously, local search algorithms for MinVC have focused on solving academic benchmarks where the graphs are of relatively small size, and they are not suitable for solving massive graphs as they usually have high-complexity heuristics. In this paper, we propose a simple and fast local search algorithms called FastVC for solving MinVC in massive graphs, which is based on two low-complexity heuristics. Experimental results on a broad range of real world massive graphs show that FastVC finds much better vertex cover (and thus also independent sets) than state of the art local search algorithms for MinVC.