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Bayesian Learning of Generalized Board Positions for Improved Move Prediction in Computer Go

AAAI Conferences

Computer Go presents a challenging problem for machine learning agents. With the number of possible board states estimated to be larger than the number of hydrogen atoms in the universe, learning effective policies or board evaluation functions is extremely difficult. In this paper we describe Cortigo, a system that efficiently and autonomously learns useful generalizations for large state-space classification problems such as Go. Cortigo uses a hierarchical generative model loosely related to the human visual cortex to recognize Go board positions well enough to suggest promising next moves. We begin by briefly describing and providing motivation for research in the computer Go domain. We describe Cortigo’s ability to learn predictive models based on large subsets of the Go board and demonstrate how using Cortigo’s learned models as additive knowledge in a state-of-the-art computer Go player (Fuego) significantly improves its playing strength.


Comparing Agents' Success against People in Security Domains

AAAI Conferences

The interaction of people with autonomous agents has become increasingly prevalent. Some of these settings include security domains, where people can be characterized as uncooperative, hostile, manipulative, and tending to take advantage of the situation for their own needs. This makes it challenging to design proficient agents to interact with people in such environments. Evaluating the success of the agents automatically before evaluating them with people or deploying them could alleviate this challenge and result in better designed agents. In this paper we show how Peer Designed Agents (PDAs) -- computer agents developed by human subjects -- can be used as a method for evaluating autonomous agents in security domains. Such evaluation can reduce the effort and costs involved in evaluating autonomous agents interacting with people to validate their efficacy. Our experiments included more than 70 human subjects and 40 PDAs developed by students. The study provides empirical support that PDAs can be used to compare the proficiency of autonomous agents when matched with people in security domains.


Grammatical Error Detection for Corrective Feedback Provision in Oral Conversations

AAAI Conferences

The demand for computer-assisted language learning systems that can provide corrective feedback on language learners’ speaking has increased. However, it is not a trivial task to detect grammatical errors in oral conversations because of the unavoidable errors of automatic speech recognition systems. To provide corrective feedback, a novel method to detect grammatical errors in speaking performance is proposed. The proposed method consists of two sub-models: the grammaticality-checking model and the error-type classification model. We automatically generate grammatical errors that learners are likely to commit and construct error patterns based on the articulated errors. When a particular speech pattern is recognized, the grammaticality-checking model performs a binary classification based on the similarity between the error patterns and the recognition result using the confidence score. The error-type classification model chooses the error type based on the most similar error pattern and the error frequency extracted from a learner corpus. The grammaticality checking method largely outperformed the two comparative models by 56.36% and 42.61% in F-score while keeping the false positive rate very low. The error-type classification model exhibited very high performance with a 99.6% accuracy rate. Because high precision and a low false positive rate are important criteria for the language-tutoring setting, the proposed method will be helpful for intelligent computer-assisted language learning systems.


First-Order Logic with Counting for General Game Playing

AAAI Conferences

General Game Players (GGPs) are programs which can play an arbitrary game given only its rules and the Game Description Language (GDL) is a variant of Datalog used in GGP competitions to specify the rules. GDL inherits from Datalog the use of Horn clauses as rules and recursion, but it too requires stratification and does not allow to use quantifiers. We present an alternative formalism for game description which is based on first-order logic (FO). States of the game are represented by relational structures, legal moves by structure rewriting rules guarded by FO formulas, and the goals of the players by formulas which extend FO with counting. The advantage of our formalism comes from more explicit state representationcand from the use of quantifiers in formulas. We show how to exploit existential quantification in players' goals to generate heuristics for evaluating positions in the game. The derived heuristics are good enough for a basic alpha-beta agent to win against state of the art GGP.


Finding Answers and Generating Explanations for Complex Biomedical Queries

AAAI Conferences

Some of these complex queries, such as Q1 or Q2, Recent advances in health and life sciences have led to generation can be represented in a formal query language (e.g., of a large amount of biomedical data. To facilitate access SQL/SPARQL) and then answered using Semantic Web to its desired parts, such a big mass of data has been represented technologies. However, queries, like Q4, that require auxiliary in structured forms, like biomedical ontologies and recursive definitions (such as transitive closure) cannot databases. On the other hand, representing these biomedical be directly represented in these languages; and thus such ontologies and databases in different forms, constructing queries cannot be answered directly using Semantic Web them independently from each other, and storing them at technologies. The experts usually compute auxiliary relations different locations have brought about many challenges for externally, for instance, by enumerating all drug-drug answering queries about the knowledge represented in these interaction chains or gene cliques, and then use these auxiliary ontologies and databases.


Co-Evolution of Selection and Influence in Social Networks

AAAI Conferences

Many networks are complex dynamical systems, where both attributes of nodes and topology of the network (link structure) can change with time. We propose a model of co-evolving networks where both node attributes and network structure evolve under mutual influence. Specifically, we consider a mixed membership stochastic blockmodel, where the probability of observing a link between two nodes depends on their current membership vectors, while those membership vectors themselves evolve in the presence of a link between the nodes. Thus, the network is shaped by the interaction of stochastic processes describing the nodes, while the processes themselves are influenced by the changing network structure. We derive an efficient variational inference procedure for our model, and validate the model on both synthetic and real-world data.


The Influence of Emotion Expression on Perceptions of Trustworthiness in Negotiation

AAAI Conferences

When interacting with computer agents, people make inferences about various characteristics of these agents, such as their reliability and trustworthiness. These perceptions are significant, as they influence people's behavior towards the agents, and may foster or inhibit repeated interactions between them. In this paper we investigate whether computer agents can use the expression of emotion to influence human perceptions of trustworthiness. In particular, we study human-computer interactions within the context of a negotiation game, in which players make alternating offers to decide on how to divide a set of resources. A series of negotiation games between a human and several agents is then followed by a "trust game." In this game people have to choose one among several agents to interact with, as well as how much of their resources they will trust to it. Our results indicate that, among those agents that displayed emotion, those whose expression was in accord with their actions (strategy) during the negotiation game were generally preferred as partners in the trust game over those whose emotion expressions and actions did not mesh. Moreover, we observed that when emotion does not carry useful new information, it fails to strongly influence human decision-making behavior in a negotiation setting.


Incentive-Compatible Escrow Mechanisms

AAAI Conferences

The most prominent way to establish trust between buyers and sellers on online auction sites are reputation mechanisms. Two drawbacks of this approach are the reliance on the seller being long-lived and the susceptibility to whitewashing. In this paper, we introduce so-called escrow mechanisms that avoid these problems by installing a trusted intermediary which forwards the payment to the seller only if the buyer acknowledges that the good arrived in the promised condition. We address the incentive issues that arise and design an escrow mechanism that is incentive-compatible, efficient, interim individually rational and ex ante budget-balanced. In contrast to previous work on trust and reputation, our approach does not rely on knowing the sellers' cost functions or the distribution of buyer valuations.


Campaign Management under Approval-Driven Voting Rules

AAAI Conferences

Approval-like voting rules, such as Sincere-Strategy Preference-Based Approval voting (SP-AV), the Bucklin rule (an adaptive variant of k-Approval voting), and the Fallback rule (an adaptive variant of SP-AV) have many desirable properties: for example, they are easy to understand and encourage the candidates to choose electoral platforms that have a broad appeal. In this paper, we investigate both classic and parameterized computational complexity of electoral campaign management under such rules. We focus on two methods that can be used to promote a given candidate: asking voters to move this candidate upwards in their preference order or asking them to change the number of candidates they approve of. We show that finding an optimal campaign management strategy of the first type is easy for both Bucklin and Fallback. In contrast, the second method is computationally hard even if the degree to which we need to affect the votes is small. Nevertheless, we identify a large class of scenarios that admit a fixed-parameter tractable algorithm.


Quick Polytope Approximation of All Correlated Equilibria in Stochastic Games

AAAI Conferences

Stochastic or Markov games serve as reasonable models for a variety of domains from biology to computer security, and are appealing due to their versatility. In this paper we address the problem of finding the complete set of correlated equilibria for general-sum stochastic games with perfect information. We present QPACE — an algorithm orders of magnitude more efficient than previous approaches while maintaining a guarantee of convergence and bounded error. Finally, we validate our claims and demonstrate the limits of our algorithm with extensive empirical tests.