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Using Reasoning Patterns to Helps Humans Solve Complex Games

AAAI Conferences

We propose a novel method for helping humans make good decisions in complex games, for which common equilibrium solutions may be too difficult to compute or not relevant. Our method leverages and augments humans' natural use of arguments in the decision making process. We believe that, if computers were capable of generating similar arguments from the mathematical description of a game, and presented those to a human decision maker, the synergies would result in better performance overall. The theory of reasoning patterns naturally lends itself to such a use. We use reasoning patterns to derive localized evaluation functions for each decision in a game, then present their output to humans. We have implemented this approach in a repeated principal-agent game, and used it to generate advice given to subjects. Experimental results show that humans who received advice performed better than those who did not.


Activity Recognition: Linking Low-Level Sensors to High-Level Intelligence

AAAI Conferences

Sensors provide computer systems with a window to the outside world. Activity recognition "sees" what is in the window to predict the locations, trajectories, actions, goals and plans of humans and objects. Building an activity recognition system requires a full range of interaction from statistical inference on lower level sensor data to symbolic AI at higher levels, where prediction results and acquired knowledge are passed up each level to form a knowledge food chain. In this article, I will give an overview of some of the current activity recognition research works and explore a life-cycle of learning and inference that allows the lowest-level radio-frequency signals to be transformed into symbolic logical representations for AI planning, which in turn controls the robots or guides human users through a sensor network, thus completing a full life-cycle of knowledge.


How Experience of the Body Shapes Language about Space

AAAI Conferences

Open-ended language communication remains an enormous challenge for autonomous robots. This paper argues that the notion of a language strategy is the appropriate vehicle for addressing this challenge. A language strategy packages all the procedures that are necessary for playing a language game. We present a specific example of a language strategy for playing an Action Game  in which one robot asks another robot to take on a body posture (such as stand or sit), and show how it effectively allows a population of agents to self-organise a perceptually grounded ontology and a lexicon from scratch, without any human intervention. Next, we show how a new language strategy can arise by exaptation from an existing one, concretely, how the body posture strategy can be exapted to a strategy for playing language games about the spatial position of objects (as in "the bottle stands on the table").


Machine Learning in Ecosystem Informatics and Sustainability

AAAI Conferences

Ecosystem Informatics brings together mathematical and computational tools to address scientific and policy challenges in the ecosystem sciences. These challenges include novel sensors for collecting data, algorithms for automated data cleaning, learning methods for building statistical models from data and for fitting mechanistic models to data, and algorithms for designing optimal policies for biosphere management. This presentation discusses these challenges and then describes recent work on the first two of these--new methods for automated arthropod population counting and linear Gaussian DBNs for automated cleaning of sensor network data.


Intelligent Tutoring Systems: New Challenges and Directions

AAAI Conferences

Can we devise educational systems that provide individualized instruction tailored to the needs of the individual learners, as many good teachers do? Intelligent Tutoring Systems is the interdisciplinary field that investigates this question by integrating research in Artificial Intelligence, Cognitive Science and Education. Research in this field has successfully delivered techniques and systems that provide adaptive support for student problem solving in variety of domains. There are, however, other educational activities that can benefit from individualized computer-based support, such as studying examples, exploring interactive simulations and playing educational games. Providing individualized support for these activities rises unique challenges, because it requires that an ITS can model and adapt to student behaviors, skills and mental states often not as structured and well-defined as those involved in traditional problem solving. I will present a variety of projects that illustrate some of these challenges, our proposed solutions, and future opportunities.


The Feature Importance Ranking Measure

arXiv.org Machine Learning

Most accurate predictions are typically obtained by learning machines with complex feature spaces (as e.g. induced by kernels). Unfortunately, such decision rules are hardly accessible to humans and cannot easily be used to gain insights about the application domain. Therefore, one often resorts to linear models in combination with variable selection, thereby sacrificing some predictive power for presumptive interpretability. Here, we introduce the Feature Importance Ranking Measure (FIRM), which by retrospective analysis of arbitrary learning machines allows to achieve both excellent predictive performance and superior interpretation. In contrast to standard raw feature weighting, FIRM takes the underlying correlation structure of the features into account. Thereby, it is able to discover the most relevant features, even if their appearance in the training data is entirely prevented by noise. The desirable properties of FIRM are investigated analytically and illustrated in simulations.


KNIFE: Kernel Iterative Feature Extraction

arXiv.org Machine Learning

Selecting important features in non-linear or kernel spaces is a difficult challenge in both classification and regression problems. When many of the features are irrelevant, kernel methods such as the support vector machine and kernel ridge regression can sometimes perform poorly. We propose weighting the features within a kernel with a sparse set of weights that are estimated in conjunction with the original classification or regression problem. The iterative algorithm, KNIFE, alternates between finding the coefficients of the original problem and finding the feature weights through kernel linearization. In addition, a slight modification of KNIFE yields an efficient algorithm for finding feature regularization paths, or the paths of each feature's weight. Simulation results demonstrate the utility of KNIFE for both kernel regression and support vector machines with a variety of kernels. Feature path realizations also reveal important non-linear correlations among features that prove useful in determining a subset of significant variables. Results on vowel recognition data, Parkinson's disease data, and microarray data are also given.


Forest Garrote

arXiv.org Machine Learning

Variable selection for high-dimensional linear models has received a lot of attention lately, mostly in the context of l1-regularization. Part of the attraction is the variable selection effect: parsimonious models are obtained, which are very suitable for interpretation. In terms of predictive power, however, these regularized linear models are often slightly inferior to machine learning procedures like tree ensembles. Tree ensembles, on the other hand, lack usually a formal way of variable selection and are difficult to visualize. A Garrote-style convex penalty for trees ensembles, in particular Random Forests, is proposed. The penalty selects functional groups of nodes in the trees. These could be as simple as monotone functions of individual predictor variables. This yields a parsimonious function fit, which lends itself easily to visualization and interpretation. The predictive power is maintained at least at the same level as the original tree ensemble. A key feature of the method is that, once a tree ensemble is fitted, no further tuning parameter needs to be selected. The empirical performance is demonstrated on a wide array of datasets.


Eliciting Single-Peaked Preferences Using Comparison Queries

Journal of Artificial Intelligence Research

Voting is a general method for aggregating the preferences of multiple agents. Each agent ranks all the possible alternatives, and based on this, an aggregate ranking of the alternatives (or at least a winning alternative) is produced. However, when there are many alternatives, it is impractical to simply ask agents to report their complete preferences. Rather, the agents' preferences, or at least the relevant parts thereof, need to be elicited. This is done by asking the agents a (hopefully small) number of simple queries about their preferences, such as comparison queries, which ask an agent to compare two of the alternatives. Prior work on preference elicitation in voting has focused on the case of unrestricted preferences. It has been shown that in this setting, it is sometimes necessary to ask each agent (almost) as many queries as would be required to determine an arbitrary ranking of the alternatives. In contrast, in this paper, we focus on single-peaked preferences. We show that such preferences can be elicited using only a linear number of comparison queries, if either the order with respect to which preferences are single-peaked is known, or at least one other agent's complete preferences are known. We show that using a sublinear number of queries does not suffice. We also consider the case of cardinally single-peaked preferences. For this case, we show that if the alternatives' cardinal positions are known, then an agent's preferences can be elicited using only a logarithmic number of queries; however, we also show that if the cardinal positions are not known, then a sublinear number of queries does not suffice. We present experimental results for all elicitation algorithms. We also consider the problem of only eliciting enough information to determine the aggregate ranking, and show that even for this more modest objective, a sublinear number of queries per agent does not suffice for known ordinal or unknown cardinal positions. Finally, we discuss whether and how these techniques can be applied when preferences are almost single-peaked.


Trust-Based Mechanisms for Robust and Efficient Task Allocation in the Presence of Execution Uncertainty

Journal of Artificial Intelligence Research

Vickrey-Clarke-Groves (VCG) mechanisms are often used to allocate tasks to selfish and rational agents. VCG mechanisms are incentive compatible, direct mechanisms that are efficient (i.e., maximise social utility) and individually rational (i.e., agents prefer to join rather than opt out). However, an important assumption of these mechanisms is that the agents will "always" successfully complete their allocated tasks. Clearly, this assumption is unrealistic in many real-world applications, where agents can, and often do, fail in their endeavours. Moreover, whether an agent is deemed to have failed may be perceived differently by different agents. Such subjective perceptions about an agent's probability of succeeding at a given task are often captured and reasoned about using the notion of "trust". Given this background, in this paper we investigate the design of novel mechanisms that take into account the trust between agents when allocating tasks. Specifically, we develop a new class of mechanisms, called "trust-based mechanisms", that can take into account multiple subjective measures of the probability of an agent succeeding at a given task and produce allocations that maximise social utility, whilst ensuring that no agent obtains a negative utility. We then show that such mechanisms pose a challenging new combinatorial optimisation problem (that is NP-complete), devise a novel representation for solving the problem, and develop an effective integer programming solution (that can solve instances with about 2x10^5 possible allocations in 40 seconds).