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Lecture in Remembrance of John McCarthy

AAAI Conferences

McCarthy's strengths as both theoretician and engineer, John McCarthy, famous for his role in the development and explore how these drosophilae shaped his of time-sharing, for inventing the computer research. Since is talk analyzes McCarthy's myriad contributions 2010, she has served as principal investigator of the to artificial intelligence and knowledge representation Evaluation and Knowledge Infrastructure Team for through the set of drosophilae that he proposed, DARPA's Machine Reading Program.


Greedy Learning of Markov Network Structure

arXiv.org Machine Learning

We propose a new yet natural algorithm for learning the graph structure of general discrete graphical models (a.k.a. Markov random fields) from samples. Our algorithm finds the neighborhood of a node by sequentially adding nodes that produce the largest reduction in empirical conditional entropy; it is greedy in the sense that the choice of addition is based only on the reduction achieved at that iteration. Its sequential nature gives it a lower computational complexity as compared to other existing comparison-based techniques, all of which involve exhaustive searches over every node set of a certain size. Our main result characterizes the sample complexity of this procedure, as a function of node degrees, graph size and girth in factor-graph representation. We subsequently specialize this result to the case of Ising models, where we provide a simple transparent characterization of sample complexity as a function of model and graph parameters. For tree graphs, our algorithm is the same as the classical Chow-Liu algorithm, and in that sense can be considered the extension of the same to graphs with cycles.


Finding the Graph of Epidemic Cascades

arXiv.org Machine Learning

We consider the problem of finding the graph on which an epidemic cascade spreads, given only the times when each node gets infected. While this is a problem of importance in several contexts -- offline and online social networks, e-commerce, epidemiology, vulnerabilities in infrastructure networks -- there has been very little work, analytical or empirical, on finding the graph. Clearly, it is impossible to do so from just one cascade; our interest is in learning the graph from a small number of cascades. For the classic and popular "independent cascade" SIR epidemics, we analytically establish the number of cascades required by both the global maximum-likelihood (ML) estimator, and a natural greedy algorithm. Both results are based on a key observation: the global graph learning problem decouples into $n$ local problems -- one for each node. For a node of degree $d$, we show that its neighborhood can be reliably found once it has been infected $O(d^2 \log n)$ times (for ML on general graphs) or $O(d\log n)$ times (for greedy on trees). We also provide a corresponding information-theoretic lower bound of $\Omega(d\log n)$; thus our bounds are essentially tight. Furthermore, if we are given side-information in the form of a super-graph of the actual graph (as is often the case), then the number of cascade samples required -- in all cases -- becomes independent of the network size $n$. Finally, we show that for a very general SIR epidemic cascade model, the Markov graph of infection times is obtained via the moralization of the network graph.


Classification of artificial intelligence ids for smurf attack

arXiv.org Artificial Intelligence

Many methods have been developed to secure the network infrastructure and communication over the Internet. Intrusion detection is a relatively new addition to such techniques. Intrusion detection systems (IDS) are used to find out if someone has intrusion into or is trying to get it the network. One big problem is amount of Intrusion which is increasing day by day. We need to know about network attack information using IDS, then analysing the effect. Due to the nature of IDSs which are solely signature based, every new intrusion cannot be detected; so it is important to introduce artificial intelligence (AI) methods / techniques in IDS. Introduction of AI necessitates the importance of normalization in intrusions. This work is focused on classification of AI based IDS techniques which will help better design intrusion detection systems in the future. We have also proposed a support vector machine for IDS to detect Smurf attack with much reliable accuracy.


Algebraic Geometric Comparison of Probability Distributions

arXiv.org Machine Learning

We propose a novel algebraic algorithmic framework for dealing with probability distributions represented by their cumulants such as the mean and covariance matrix. As an example, we consider the unsupervised learning problem of finding the subspace on which several probability distributions agree. Instead of minimizing an objective function involving the estimated cumulants, we show that by treating the cumulants as elements of the polynomial ring we can directly solve the problem, at a lower computational cost and with higher accuracy. Moreover, the algebraic viewpoint on probability distributions allows us to invoke the theory of algebraic geometry, which we demonstrate in a compact proof for an identifiability criterion.


Improving feature selection algorithms using normalised feature histograms

arXiv.org Artificial Intelligence

The proposed feature selection method builds a histogram of the most stable features from random subsets of a training set and ranks the features based on a classifier based cross-validation. This approach reduces the instability of features obtained by conventional feature selection methods that occur with variation in training data and selection criteria. Classification results on four microarray and three image datasets using three major feature selection criteria and a naive Bayes classifier show considerable improvement over benchmark results.


On the influence of intelligence in (social) intelligence testing environments

arXiv.org Artificial Intelligence

This paper analyses the influence of including agents of different degrees of intelligence in a multiagent system. The goal is to better understand how we can develop intelligence tests that can evaluate social intelligence. We analyse several reinforcement algorithms in several contexts of cooperation and competition. Our experimental setting is inspired by the recently developed Darwin-Wallace distribution.


Multi-view predictive partitioning in high dimensions

arXiv.org Machine Learning

Many modern data mining applications are concerned with the analysis of datasets in which the observations are described by paired high-dimensional vectorial representations or "views". Some typical examples can be found in web mining and genomics applications. In this article we present an algorithm for data clustering with multiple views, Multi-View Predictive Partitioning (MVPP), which relies on a novel criterion of predictive similarity between data points. We assume that, within each cluster, the dependence between multivariate views can be modelled by using a two-block partial least squares (TB-PLS) regression model, which performs dimensionality reduction and is particularly suitable for high-dimensional settings. The proposed MVPP algorithm partitions the data such that the within-cluster predictive ability between views is maximised. The proposed objective function depends on a measure of predictive influence of points under the TB-PLS model which has been derived as an extension of the PRESS statistic commonly used in ordinary least squares regression. Using simulated data, we compare the performance of MVPP to that of competing multi-view clustering methods which rely upon geometric structures of points, but ignore the predictive relationship between the two views. State-of-art results are obtained on benchmark web mining datasets.


The implications of embodiment for behavior and cognition: animal and robotic case studies

arXiv.org Artificial Intelligence

In this paper, we will argue that if we want to understand the function of the brain (or the control in the case of robots), we must understand how the brain is embedded into the physical system, and how the organism interacts with the real world. While embodiment has often been used in its trivial meaning, i.e. 'intelligence requires a body', the concept has deeper and more important implications, concerned with the relation between physical and information (neural, control) processes. A number of case studies are presented to illustrate the concept. These involve animals and robots and are concentrated around locomotion, grasping, and visual perception. A theoretical scheme that can be used to embed the diverse case studies will be presented. Finally, we will establish a link between the low-level sensory-motor processes and cognition. We will present an embodied view on categorization, and propose the concepts of 'body schema' and 'forward models' as a natural extension of the embodied approach toward first representations.


Location-Based Reasoning about Complex Multi-Agent Behavior

Journal of Artificial Intelligence Research

Recent research has shown that surprisingly rich models of human activity can be learned from GPS (positional) data. However, most effort to date has concentrated on modeling single individuals or statistical properties of groups of people. Moreover, prior work focused solely on modeling actual successful executions (and not failed or attempted executions) of the activities of interest. We, in contrast, take on the task of understanding human interactions, attempted interactions, and intentions from noisy sensor data in a fully relational multi-agent setting. We use a real-world game of capture the flag to illustrate our approach in a well-defined domain that involves many distinct cooperative and competitive joint activities. We model the domain using Markov logic, a statistical-relational language, and learn a theory that jointly denoises the data and infers occurrences of high-level activities, such as a player capturing an enemy. Our unified model combines constraints imposed by the geometry of the game area, the motion model of the players, and by the rules and dynamics of the game in a probabilistically and logically sound fashion. We show that while it may be impossible to directly detect a multi-agent activity due to sensor noise or malfunction, the occurrence of the activity can still be inferred by considering both its impact on the future behaviors of the people involved as well as the events that could have preceded it. Further, we show that given a model of successfully performed multi-agent activities, along with a set of examples of failed attempts at the same activities, our system automatically learns an augmented model that is capable of recognizing success and failure, as well as goals of people's actions with high accuracy. We compare our approach with other alternatives and show that our unified model, which takes into account not only relationships among individual players, but also relationships among activities over the entire length of a game, although more computationally costly, is significantly more accurate. Finally, we demonstrate that explicitly modeling unsuccessful attempts boosts performance on other important recognition tasks.