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Riemannian Multi-Manifold Modeling

arXiv.org Machine Learning

This paper advocates a novel framework for segmenting a dataset in a Riemannian manifold $M$ into clusters lying around low-dimensional submanifolds of $M$. Important examples of $M$, for which the proposed clustering algorithm is computationally efficient, are the sphere, the set of positive definite matrices, and the Grassmannian. The clustering problem with these examples of $M$ is already useful for numerous application domains such as action identification in video sequences, dynamic texture clustering, brain fiber segmentation in medical imaging, and clustering of deformed images. The proposed clustering algorithm constructs a data-affinity matrix by thoroughly exploiting the intrinsic geometry and then applies spectral clustering. The intrinsic local geometry is encoded by local sparse coding and more importantly by directional information of local tangent spaces and geodesics. Theoretical guarantees are established for a simplified variant of the algorithm even when the clusters intersect. To avoid complication, these guarantees assume that the underlying submanifolds are geodesic. Extensive validation on synthetic and real data demonstrates the resiliency of the proposed method against deviations from the theoretical model as well as its superior performance over state-of-the-art techniques.


Nonstochastic Multi-Armed Bandits with Graph-Structured Feedback

arXiv.org Machine Learning

We present and study a partial-information model of online learning, where a decision maker repeatedly chooses from a finite set of actions, and observes some subset of the associated losses. This naturally models several situations where the losses of different actions are related, and knowing the loss of one action provides information on the loss of other actions. Moreover, it generalizes and interpolates between the well studied full-information setting (where all losses are revealed) and the bandit setting (where only the loss of the action chosen by the player is revealed). We provide several algorithms addressing different variants of our setting, and provide tight regret bounds depending on combinatorial properties of the information feedback structure.


Reports of the 2014 AAAI Spring Symposium Series

AI Magazine

The Association for the Advancement of Artificial Intelligence was pleased to present the AAAI 2014 Spring Symposium Series, held Monday through Wednesday, March 24–26, 2014. The titles of the eight symposia were Applied Computational Game Theory, Big Data Becomes Personal: Knowledge into Meaning, Formal Verification and Modeling in Human-Machine Systems, Implementing Selves with Safe Motivational Systems and Self-Improvement, The Intersection of Robust Intelligence and Trust in Autonomous Systems, Knowledge Representation and Reasoning in Robotics, Qualitative Representations for Robots, and Social Hacking and Cognitive Security on the Internet and New Media). This report contains summaries of the symposia, written, in most cases, by the cochairs of the symposium.


RoboCup Soccer Leagues

AI Magazine

RoboCup was created in 1996 by a group of Japanese, American, and European artificial intelligence and robotics researchers with a formidable, visionary long-term challenge: By 2050 a team of robot soccer players will beat the human World Cup champion team. In this article, we focus on RoboCup robot soccer, and present its five current leagues, which address complementary scientific challenges through different robot and physical setups. Full details on the status of the RoboCup soccer leagues, including league history and past results, upcoming competitions, and detailed rules and specifications are available from the league homepages and wikis.


Energy and Uncertainty: Models and Algorithms for Complex Energy Systems

AI Magazine

The problem of controlling energy systems (generation, transmission, storage, investment) introduces a number of optimization problems which need to be solved in the presence of different types of uncertainty. We highlight several of these applications, using a simple energy storage problem as a case application. Using this setting, we describe a modeling framework based around five fundamental dimensions which is more natural than the standard canonical form widely used in the reinforcement learning community. The framework focuses on finding the best policy, where we identify four fundamental classes of policies consisting of policy function approximations (PFAs), cost function approximations (CFAs), policies based on value function approximations (VFAs), and lookahead policies. This organization unifies a number of competing strategies under a common umbrella.


Reports of the 2014 AAAI Spring Symposium Series

AI Magazine

The Association for the Advancement of Artificial Intelligence was pleased to present the AAAI 2014 Spring Symposium Series, held Monday through Wednesday, March 24–26, 2014. The titles of the eight symposia were Applied Computational Game Theory, Big Data Becomes Personal: Knowledge into Meaning, Formal Verification and Modeling in Human-Machine Systems, Implementing Selves with Safe Motivational Systems and Self-Improvement, The Intersection of Robust Intelligence and Trust in Autonomous Systems, Knowledge Representation and Reasoning in Robotics, Qualitative Representations for Robots, and Social Hacking and Cognitive Security on the Internet and New Media). This report contains summaries of the symposia, written, in most cases, by the cochairs of the symposium.


The Reinforcement Learning Competition 2014

AI Magazine

Reinforcement learning is one of the most general problems in artificial intelligence. It has been used to model problems in automated experiment design, control, economics, game playing, scheduling and telecommunications. The aim of the reinforcement learning competition is to encourage the development of very general learning agents for arbitrary reinforcement learning problems and to provide a test-bed for the unbiased evaluation of algorithms.


Genomic: Combining Genetic Algorithms and Corpora to Evolve Sound Treatments

AAAI Conferences

Genomic is Python software that evolves sound treatments and produce novel sounds. It offers features that have the potential to serve sound designers and composers, aiding them in their search for new and interesting sounds. This paper lays out the rationale and some design decisions made for Genomic, and proposes several intuitive ways of both using the software and thinking about the techniques that it enables for the modification and design of sound.


Emotion-Based Interactive Storytelling with Artificial Intelligence

AAAI Conferences

Artificial Intelligence (AI) techniques have been widely used in video games to control non-playable characters. More recently, AI has been applied to automated story generation and game-mastering: managing the player’s experience in an interactive narrative on-the-fly. Such methods allow the narrative to be generated dynamically, in response to the player’s in-game actions. As a result, it is more difficult for the human game designers to ensure that each possible narrative trajectory will elicit desired emotional response from the player. We tackle this problem by computationally predicting the player’s emotional response to a narrative segment. We use the predictions within an AI experience manager to shape the narrative dynamically during the game to keep the player on an author-supplied target emotional curve.


The Real-Time Strategy Game Multi-Objective Build Order Problem

AAAI Conferences

In this paper we examine the build order problem in real-time strategy (RTS) games in which the objective is to optimize execution of a strategy by scheduling actions with respect to a set of subgoals. We model the build order problem as a multi-objective problem (MOP), and solutions are generated utilizing a multi-objective evolutionary algorithm (MOEA). A three dimensional solution space is presented providing a depiction of a Pareto front for the build order MOP. Results of the online strategic planning tool are provided which demonstrate that our planner out-performs an expert scripted player. This is demonstrated for an AI agent in the Spring Engine Balanced Annihilation RTS game.