Industry
Mixed-Initiative, Entity-Centric Data Aggregation using Assistopedia
Michelson, Matthew (Fetch Technologies) | Macskassy, Sofus (Fetch Technologies) | Minton, Steve (Fetch Technologies)
Wikis allow for collaborators to collect information about entities. In turn, such entity information can be used for AI tasks, such as information extraction. However, these collaborators are almost exclusively human users. Allowing arbitrary software agents to act as collaborators can greatly enrich a wiki since agents can contribute structured data to complement the human-contributed, unstructured-data. For instance, agents can import huge volumes of structured data about entities, enriching the pages, and agents can update wiki pages to reflect real-time information changes (e.g., win-loss records in sports). This paper describes an approach that allows for both arbitrary software agents and human users to collaborate. In particular, we address three key problems: agents updating the correct wiki pages, policies for agent updates, and sharing the schema across collaborators. Using our approach, we describe creating entity-focused wikis which include the ability to create dynamic categories of entities based on their wiki pages. These categories dynamically update their membership based upon real-world changes.
Learning to Extract Quality Discourse in Online Communities
Brennan, Michael Robert (Drexel University) | Wrazien, Stacy (Drexel University) | Greenstadt, Rachel (Drexel University)
Collaborative filtering systems have been developed to manage information overload and improve discourse in online communities. In such systems, users rank content provided by other users on the validity or usefulness within their particular context. The goal is that "good" content will rise to prominence and "bad" content will fade into obscurity. These filtering mechanisms are not well-understood and have known weaknesses. For example, they depend on the presence of a large crowd to rate content, but such a crowd may not be present. Additionally, the community's decisions determine which voices will reach a large audience and which will be silenced, but it is not known if these decisions represent "the wisdom of crowds" or a "censoring mob." Our approach uses statistical machine learning to predict community ratings. By extracting features that replicate the community's verdict, we can better understand collaborative filtering, improve the way the community uses the ratings of their members, and design agents that augment community decision-making. Slashdot is an example of such a community where peers will rate each others' comments based on their relevance to the post. This work extracts a wide variety of features from the Slashdot metadata and posts' linguistic contents to identify features that can predict the community rating. We find that author reputation, use of pronouns, and author sentiment are salient. We achieve 76% accuracy predicting community ratings as good, neutral, or bad.
Motion Planning Algorithms for Autonomous Intersection Management
Au, Tsz-Chiu (The University of Texas at Austin) | Stone, Peter (The University of Texas at Austin)
The impressive results of the 2007 DARPA Urban Challenge showed that fully autonomous vehicles are technologically feasible with current intelligent vehicle hardware. It is natural to ask how current transportation infrastructure can be improved when most vehicles are driven autonomously in the future. Dresner and Stone proposed a new intersection control mechanism called Autonomous Intersection Management (AIM) and showed in simulation that intersection control can be made more efficient than the traditional control mechanisms such as traffic signals and stop signs. In this paper, we extend the study by examining the relationship between the precision of cars' motion controllers and the efficiency of the intersection controller. We propose a planning-based motion controller that can reduce the chance that autonomous vehicles stop before intersections, and show that this controller can increase the efficiency of the intersection control mechanism.
A Travel-Time Optimizing Edge Weighting Scheme for Dynamic Re-Planning
Feit, Andrew (Drexel University) | Toval, Lenrik (Drexel University) | Hovagimian, Raffi (Drexel University) | Greenstadt, Rachel (Drexel University)
The success of autonomous vehicles has made path planning in real, physically grounded environments an increasingly important problem. In environments where speed matters and vehicles must maneuver around obstructions, such as autonomous car navigation in hostile environments, the speed with which real vehicles can traverse a path is often dependent on the sharpness of the corners on the path as well as the length of path edges. We present an algorithm that incorporates the use of the turn angle through path nodes as a limiting factor for vehicle speed. Vehicle speed is then used in a time-weighting calculation for each edge. This allows the path planning algorithm to choose potentially longer paths, with less turns in order to minimize path traversal time. Results simulated in the Breve environment show that travel time can be reduced over the solution obtained using the Anytime D* Algorithm by approximately 10% for a vehicle that is speed limited based on turn rate.
A Simulator for Teaching Robotics Programming Using the iRobot Create
Hettlinger, Andrew (Rose-Hulman Institute of Technology) | Boutell, Matthew R. (Rose-Hulman Institute of Technology)
Past educational robotics research has indicated that the use of simulators can increase studentsโ performance in introductory robotics programming courses. In this paper, we introduce a simulator for the iRobot Create that works on Windows PCs. It was developed to work with a Python robotics library and includes an Eclipse plugin, but can simulate any library that uses the serial Open Interface on the Create. The platform, library, and simulator are all easy to use and have been well-received initially by students.
Teaching Introductory Artificial Intelligence with Pac-Man
DeNero, John (University of California, Berkeley) | Klein, Dan (University of California, Berkeley)
The projects that we have developed for UC Berkeleyโs introductory artificial intelligence (AI) course teach foundational concepts using the classic video game Pac-Man. There are four project topics: state-space search, multi-agent search, probabilistic inference, and reinforcement learning. Each project requires students to implement general-purpose AI algorithms and then to inject domain knowledge about the Pac- Man environment using search heuristics, evaluation functions, and feature functions. We have found that the Pac-Man theme adds consistency to the course, as well as tapping in to studentsโ excitement about video games.
Possibilistic Behavior Recognition in Smart Homes for Cognitive Assistance
Roy, Patrice C. (Domus Lab, Universite de Sherbrooke) | Giroux, Sylvain (Domus Lab, Université) | Bouchard, Bruno (de Sherbrooke) | Bouzouane, Abdenour (LIARA Lab, Université) | Phua, Clifton (du Québec à) | Tolstikov, Andrei (Chicoutimi) | Biswas, Jit (LIARA Lab, Université)
Providing cognitive assistance in smart homes is a field of research that receives a lot of attention lately. In order to give adequate assistance at the opportune moment, we need to recognize the observed behavior when the patient carries out some activities in a smart home. To address this challenging issue, we present a formal activity recognition framework based on possibility theory. We present initial results from an implementation of this possibilistic recognition approach in a smart home laboratory.
Design Concerns of Persuasive Feedback System
Fang, Wen-Chieh (National Taiwan University) | Hsu, Jane Yung-jen (National Taiwan University)
Visual feedback is an important approach in persuasive technology. We present four significant design dimensions of persuasive feedback systems. We investigate several previous notable projects and find out the underlying metaphorical structures within them. We analyze the meaning of metaphor in the persuasive feedback design, and examine how metaphor is being used. The results tell us that metaphor analysis plays a useful role in interpreting the creativity of visual design in the persuasive feedback system.
Evolutionary Tile Coding: An Automated State Abstraction Algorithm for Reinforcement Learning
Lin, Stephen (Air Force Research Laboratory โ Information Directorate) | Wright, Robert (Air Force Research Laboratory โ Information Directorate)
Reinforcement learning (RL) algorithms have the ability to learn optimal policies for control problems by exploring a domain's state space. Unfortunately, for most problems the size of the state space is too great for RL technologies to fully explore in order to find good policies. State abstraction is one way of reducing the size and complexity of a domain's state space in order to enable RL. In this paper we introduce a new approach for automatically deriving state abstractions called Evolutionary Tile Coding that uses a genetic algorithm for deriving effective tile codings. We provide an empirical analysis of the new algorithm comparing it to another adaptive tile coding method as well as fixed tile coding. Our results show that our approach is able to automatically derive effective state abstractions for two RL benchmark problems. Additionally, we present an intriguing result that shows the classical mountain car problem's state space can be reduced to just two states and still preserve the discovery of an optimal policy.
Re-Examining the Mental Imagery Debate with Neuropsychological Data from the Clock Drawing Test
Guha, Anupam (Georgia Institute of Technology) | Kim, Hyungsin (Georgia Institute of Technology) | Do, Ellen (Georgia Institute of Technology)
Reasoning by the usage of mental images has been the subject of much debate in Cognitive Science, especially among the schools of depictive and descriptive imagistic representations. Whether or not reasoning with mental images involves a mechanism or a process different from language based reasoning is an important question. This paper proposes that any theory which aims for a cohesive whole needs to be constrained by neurophysiological data and such data can be obtained by the Clock Drawing Test. The Clock Drawing Test (CDT) is a screening tool for cognitive impairment and can be used as a tool to test resilience of certain factors of visual spatial representations. Thus, it can help to form an empirical case for which factors are prone to debility and which factors are not during the onset and progress of cognitive impairment from a mental representation point of view. This paper presents 50 CDT tests done on patients with cognitive impairment and analyses the results which support the case for a depictive rather than a descriptive theory for imagistic representations. Lastly, this paper proposes that there is some evidence for a more dynamic and distributed nature of representation in the observations which question the above dichotomy and can be partly explained by certain aspects of the connectionist school of thought.