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Interactive Learning Using Manifold Geometry
Eaton, Eric (Lockheed Martin Advanced Technology Laboratories) | Holness, Gary (Lockheed Martin Advanced Technology Laboratories) | McFarlane, Daniel (Lockheed Martin Advanced Technology Laboratories)
We present an interactive learning method that enables a user to iteratively refine a regression model. The user examines the output of the model, visualized as the vertical axis of a 2D scatterplot, and provides corrections by repositioning individual data instances to the correct output level. Each repositioned data instance acts as a control point for altering the learned model, using the geometry underlying the data. We capture the underlying structure of the data as a manifold, on which we compute a set of basis functions as the foundation for learning. Our results show that manifold-based interactive learning improves performance monotonically with each correction, outperforming alternative approaches.
Reasoning about Imperfect Information Games in the Epistemic Situation Calculus
Belle, Vaishak (RWTH Aachen University) | Lakemeyer, Gerhard (RWTH Aachen University)
Approaches to reasoning about knowledge in imperfect information games typically involve an exhaustive description of the game, the dynamics characterized by a tree and the incompleteness in knowledge by information sets. Such specifications depend on a modeler's intuition, are tedious to draft and vague on where the knowledge comes from. Also, formalisms proposed so far are essentially propositional, which, at the very least, makes them cumbersome to use in realistic scenarios. In this paper, we propose to model imperfect information games in a new multi-agent epistemic variant of the situation calculus. By using the concept of only-knowing, the beliefs and non-beliefs of players after any sequence of actions, sensing or otherwise, can be characterized as entailments in this logic. We show how de re vs. de dicto belief distinctions come about in the framework. We also obtain a regression theorem for multi-agent beliefs, which reduces reasoning about beliefs after actions to reasoning about beliefs in the initial situation.
The Tree Representation of Feasible Solutions for the TSP with Pickup and Delivery and LIFO Loading
Tu, Dejian (Sun Yat-Sen University) | Guo, Songshan (Sun Yat-Sen University) | Qin, Hu (City University of Hong Kong) | Oon, Wee-Chong (City University of Hong Kong) | Lim, Andrew (City University of Hong Kong)
The feasible solutions of the traveling salesman problem with pickup and delivery (TSPPD) are represented by vertex lists in existing literature. However, when the TSPPD requires that the loading and unloading operations must be performed in a last-in-first-out (LIFO) manner, we show that its feasible solutions can be represented by trees. Consequently, we develop a variable neighbourhood search (VNS) heuristic for the TSPPD with last-in-first-out loading (TSPPDL) involving several search operators based on the tree data structure. Experiments show that our VNS heuristic is superior to the current best heuristics for TSPPDL in terms of both solution quality and computing time.
Transfer Learning in Collaborative Filtering for Sparsity Reduction
Pan, Weike (Hong Kong University of Science and Technology) | Xiang, Evan Wei (Hong Kong University of Science and Technology) | Liu, Nathan Nan (Hong Kong University of Science and Technology) | Yang, Qiang (Hong Kong University of Science and Technology)
Data sparsity is a major problem for collaborative filtering (CF) techniques in recommender systems, especially for new users and items. We observe that, while our target data are sparse for CF systems, related and relatively dense auxiliary data may already exist in some other more mature application domains. In this paper, we address the data sparsity problem in a target domain by transferring knowledge about both users and items from auxiliary data sources. We observe that in different domains the user feedbacks are often heterogeneous such as ratings vs. clicks. Our solution is to integrate both user and item knowledge in auxiliary data sources through a principled matrix-based transfer learning framework that takes into account the data heterogeneity. In particular, we discover the principle coordinates of both users and items in the auxiliary data matrices, and transfer them to the target domain in order to reduce the effect of data sparsity. We describe our method, which is known as coordinate system transfer or CST, and demonstrate its effectiveness in alleviating the data sparsity problem in collaborative filtering. We show that our proposed method can significantly outperform several state-of-the-art solutions for this problem.
Learning Simulation Control in General Game-Playing Agents
Finnsson, Hilmar (Reykjavik University) | Bjรถrnsson, Yngvi (Reykjavik University)
The aim of General Game Playing (GGP) is to create intelligent agents that can automatically learn how to play many different games at an expert level without any human intervention. One of the main challenges such agents face is to automatically learn knowledge-based heuristics in real-time, whether for evaluating game positions or for search guidance. In recent years, GGP agents that use Monte-Carlo simulations to reason about their actions have become increasingly more popular. For competitive play such an approach requires an effective search-control mechanism for guiding the simulation playouts. In here we introduce several schemes for automatically learning search guidance based on both statistical and reinforcement learning techniques. We compare the different schemes empirically on a variety of games and show that they improve significantly upon the current state-of-the-art in simulation-control in GGP. For example, in the chess-like game Skirmish, which has proved a particularly challenging game for simulation-based GGP agents, an agent employing one of the proposed schemes achieves 97% winning rate against an unmodified agent.
To Max or Not to Max: Online Learning for Speeding Up Optimal Planning
Domshlak, Carmel (Technion) | Karpas, Erez (Technion) | Markovitch, Shaul (Technion)
It is well known that there cannot be a single "best" heuristic for optimal planning in general. One way of overcoming this is by combining admissible heuristics (e.g. by using their maximum), which requires computing numerous heuristic estimates at each state. However, there is a tradeoff between the time spent on computing these heuristic estimates for each state, and the time saved by reducing the number of expanded states. We present a novel method that reduces the cost of combining admissible heuristics for optimal search, while maintaining its benefits. Based on an idealized search space model, we formulate a decision rule for choosing the best heuristic to compute at each state. We then present an active online learning approach for that decision rule, and employ the learned model to decide which heuristic to compute at each state. We evaluate this technique empirically, and show that it substantially outperforms each of the individual heuristics that were used, as well as their regular maximum.
A General Game Description Language for Incomplete Information Games
Thielscher, Michael (The University of New South Wales)
A General Game Player is a system that can play previously unknown games given nothing but their rules. The Game Description Language (GDL) has been developed as a high-level knowledge representation formalism for axiomatising the rules of any game, and a basic requirement of a General Game Player is the ability to reason logically about a given game description. In this paper, we address the fundamental limitation of existing GDL to be confined to deterministic games with complete information about the game state. To this end, we develop an extension of GDL that is both simple and elegant yet expressive enough to allow to formalise the rules of arbitrary (discrete and finite) n -player games with randomness and incomplete state knowledge. We also show that this extension suffices to provide players with all information they need to reason about their own knowledge as well as that of the other players up front and during game play.
Sketch Worksheets: A Sketch-Based Educational Software System
Yin, Panrong (Northwestern University) | Forbus, Kenneth D. (Northwestern University) | Usher, Jeffrey (Northwestern University) | Sageman, Brad (Northwestern University) | Jee, Benjamin D. (Northwestern University)
Intelligent tutoring systems and learning environments can provide important benefits for education, but few have been developed for heavily spatial domains. One bottleneck has been the lack of rich models of visual and conceptual processing in sketch understanding, so that what students draw can be interpreted in a human-like way. This paper describes Sketch Worksheets, a form of sketch-based educational software that mimics aspects of pencil and paper worksheets commonly found in classrooms, but provides on-the-spot feedback and support for richer off-line assessments. The basic architecture of sketch worksheets is described, including an authoring environment that allows non-developers to create them and a coach that uses analogy to compare student and instructor sketches as a means to provide feedback. A pilot experiment where sketch worksheets were used successfully in a college geoscience class in Fall 2009 is summarized to show the potential of the idea.
A Machine Learning Approach to the Detection of Fetal Hypoxia during Labor and Delivery
Warrick, Philip A. (PeriGen Inc) | Hamilton, Emily F. (PeriGen Inc.) | Kearney, Robert E. (McGill University) | Precup, Doina (McGill University)
Labor monitoring is crucial in modern health care, as it can be used to detect (and help avoid) significant problems with the fetus. In this paper we focus on hypoxia (or oxygen deprivation), a very serious condition that can arise from different pathologies and can lead to life-long disability and death. We present a novel approach to hypoxia detection based on recordings of the uterine pressure and fetal heart rate, which are routinely monitored during labor. The key idea is to learn models of the fetal response to signals from its environment, using time series data recorded during labor. Then, we use the parameters of these models as attributes in a binary classification problem. A majority vote over several periods is taken to provide the current label for the fetus. We use a unique database of real clinical recordings, both from normal and pathological cases. Our approach classifies correctly more than half the pathological cases, 1.5 hours before delivery. These are cases that were missed by clinicians; early detection of this type would have allowed the physician to perform a Caesarean section, possibly avoiding the negative outcome
Ambulatory Energy Expenditure Estimation: A Machine Learning Approach
Shahabdeen, Junaith Ahemed (Intel Corporation) | Baxi, Amit | Nachman, Lama
This paper presents a machine learning approach for accurate estimation of energy expenditure using a fusion of accelerometer and heart rate sensing. To address short comings in existing off-the-shelf solutions, we designed Jog Falls, an end to end system for weight management in collaboration with physicians in India. This system is meant to enable people to accurately monitor their energy expenditure and intake and make educated tradeoffs to reach their weight goals. In this paper we describe the sensing components of Jog Falls and focus on the energy expenditure estimation algorithm. We present results from controlled experiments in the lab, as well results from a 15 participant user study over a period of 63 days. We show how our algorithm mitigates many of the issues in existing solutions and yields more accurate results.