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Testing the Quantitative Spacetime Hypothesis using Artificial Narrative Comprehension (II) : Establishing the Geometry of Invariant Concepts, Themes, and Namespaces

arXiv.org Artificial Intelligence

Given a pool of observations selected from a sensor stream, input data can be robustly represented, via a multiscale process, in terms of invariant concepts, and themes. Applying this to episodic natural language data, one may obtain a graph geometry associated with the decomposition, which is a direct encoding of spacetime relationships for the events. This study contributes to an ongoing application of the Semantic Spacetime Hypothesis, and demonstrates the unsupervised analysis of narrative texts using inexpensive computational methods without knowledge of linguistics. Data streams are parsed and fractionated into small constituents, by multiscale interferometry, in the manner of bioinformatic analysis. Fragments may then be recombined to construct original sensory episodes---or form new narratives by a chemistry of association and pattern reconstruction, based only on the four fundamental spacetime relationships. There is a straightforward correspondence between bioinformatic processes and this cognitive representation of natural language. Features identifiable as `concepts' and `narrative themes' span three main scales (micro, meso, and macro). Fragments of the input act as symbols in a hierarchy of alphabets that define new effective languages at each scale.


Entropy, Computing and Rationality

arXiv.org Artificial Intelligence

Making decisions freely presupposes that there is some indeterminacy in the environment and in the decision making engine. The former is reflected on the behavioral changes due to communicating: few changes indicate rigid environments; productive changes manifest a moderate indeterminacy, but a large communicating effort with few productive changes characterize a chaotic environment. Hence, communicating, effective decision making and productive behavioral changes are related. The entropy measures the indeterminacy of the environment, and there is an entropy range in which communicating supports effective decision making. This conjecture is referred to here as the The Potential Productivity of Decisions. The computing engine that is causal to decision making should also have some indeterminacy. However, computations performed by standard Turing Machines are predetermined. To overcome this limitation an entropic mode of computing that is called here Relational-Indeterminate is presented. Its implementation in a table format has been used to model an associative memory. The present theory and experiment suggest the Entropy Trade-off: There is an entropy range in which computing is effective but if the entropy is too low computations are too rigid and if it is too high computations are unfeasible. The entropy trade-off of computing engines corresponds to the potential productivity of decisions of the environment. The theory is referred to an Interaction-Oriented Cognitive Architecture. Memory, perception, action and thought involve a level of indeterminacy and decision making may be free in such degree. The overall theory supports an ecological view of rationality. The entropy of the brain has been measured in neuroscience studies and the present theory supports that the brain is an entropic machine. The paper is concluded with a number of predictions that may be tested empirically.


AI and Wargaming

arXiv.org Artificial Intelligence

Recent progress in Game AI has demonstrated that given enough data from human gameplay, or experience gained via simulations, machines can rival or surpass the most skilled human players in classic games such as Go, or commercial computer games such as Starcraft. We review the current state-of-the-art through the lens of wargaming, and ask firstly what features of wargames distinguish them from the usual AI testbeds, and secondly which recent AI advances are best suited to address these wargame-specific features.


Ensemble of Binary Classifiers Combined Using Recurrent Correlation Associative Memories

arXiv.org Machine Learning

An ensemble method should cleverly combine a group of base classifiers to yield an improved classifier. The majority vote is an example of a methodology used to combine classifiers in an ensemble method. In this paper, we propose to combine classifiers using an associative memory model. Precisely, we introduce ensemble methods based on recurrent correlation associative memories (RCAMs) for binary classification problems. We show that an RCAM-based ensemble classifier can be viewed as a majority vote classifier whose weights depend on the similarity between the base classifiers and the resulting ensemble method. More precisely, the RCAM-based ensemble combines the classifiers using a recurrent consult and vote scheme. Furthermore, computational experiments confirm the potential application of the RCAM-based ensemble method for binary classification problems.


GLUCOSE: GeneraLized and COntextualized Story Explanations

arXiv.org Artificial Intelligence

When humans read or listen, they make implicit commonsense inferences that frame their understanding of what happened and why. As a step toward AI systems that can build similar mental models, we introduce GLUCOSE, a large-scale dataset of implicit commonsense causal knowledge, encoded as causal mini-theories about the world, each grounded in a narrative context. To construct GLUCOSE, we drew on cognitive psychology to identify ten dimensions of causal explanation, focusing on events, states, motivations, and emotions. Each GLUCOSE entry includes a story-specific causal statement paired with an inference rule generalized from the statement. This paper details two concrete contributions: First, we present our platform for effectively crowdsourcing GLUCOSE data at scale, which uses semi-structured templates to elicit causal explanations. Using this platform, we collected 440K specific statements and general rules that capture implicit commonsense knowledge about everyday situations. Second, we show that existing knowledge resources and pretrained language models do not include or readily predict GLUCOSE's rich inferential content. However, when state-of-the-art neural models are trained on this knowledge, they can start to make commonsense inferences on unseen stories that match humans' mental models.


Analogy-Making as a Core Primitive in the Software Engineering Toolbox

arXiv.org Artificial Intelligence

An analogy is an identification of structural similarities and correspondences between two objects. Computational models of analogy making have been studied extensively in the field of cognitive science to better understand high-level human cognition. For instance, Melanie Mitchell and Douglas Hofstadter sought to better understand high-level perception by developing the Copycat algorithm for completing analogies between letter sequences. In this paper, we argue that analogy making should be seen as a core primitive in software engineering. We motivate this argument by showing how complex software engineering problems such as program understanding and source-code transformation learning can be reduced to an instance of the analogy-making problem. We demonstrate this idea using Sifter, a new analogy-making algorithm suitable for software engineering applications that adapts and extends ideas from Copycat. In particular, Sifter reduces analogy-making to searching for a sequence of update rule applications. Sifter uses a novel representation for mathematical structures capable of effectively representing the wide variety of information embedded in software. We conclude by listing major areas of future work for Sifter and analogy-making in software engineering.


REXUP: I REason, I EXtract, I UPdate with Structured Compositional Reasoning for Visual Question Answering

arXiv.org Artificial Intelligence

Visual Question Answering (VQA) is a challenging multimodal task that requires not only the semantic understanding of images and questions, but also the sound perception of a step-by-step reasoning process that would lead to the correct answer. So far, most successful attempts in VQA have been focused on only one aspect; either the interaction of visual pixel features of images and word features of questions, or the reasoning process of answering the question of an image with simple objects. In this paper, we propose a deep reasoning VQA model (REXUP-REason, EXtract, and UPdate) with explicit visual structureaware textual information, and it works well in capturing step-by-step reasoning process and detecting complex object-relationships in photorealistic images. REXUP consists of two branches, image object-oriented and scene graph-oriented, which jointly works with the super-diagonal fusion compositional attention networks. We evaluate REXUP on the benchmark GQA dataset and conduct extensive ablation studies to explore the reasons behind REXUPs effectiveness. Our best model significantly outperforms the previous state-of-the-art, which delivers 92.7% on the validation set, and 73.1% on the test-dev set.


DistilE: Distiling Knowledge Graph Embeddings for Faster and Cheaper Reasoning

arXiv.org Artificial Intelligence

Knowledge Graph Embedding (KGE) is a popular method for KG reasoning and usually a higher dimensional one ensures better reasoning capability. However, high-dimensional KGEs pose huge challenges to storage and computing resources and are not suitable for resource-limited or time-constrained applications, for which faster and cheaper reasoning is necessary. To address this problem, we propose DistilE, a knowledge distillation method to build low-dimensional student KGE from pre-trained high-dimensional teacher KGE. We take the original KGE loss as hard label loss and design specific soft label loss for different KGEs in DistilE. We also propose a two-stage distillation approach to make the student and teacher adapt to each other and further improve the reasoning capability of the student. Our DistilE is general enough to be applied to various KGEs. Experimental results of link prediction show that our method successfully distills a good student which performs better than a same dimensional one directly trained, and sometimes even better than the teacher, and it can achieve 2 times - 8 times embedding compression rate and more than 10 times faster inference speed than the teacher with a small performance loss. We also experimentally prove the effectiveness of our two-stage training proposal via ablation study.


Learning Behavioral Representations of Human Mobility

arXiv.org Machine Learning

In this paper, we investigate the suitability of state-of-the-art representation learning methods to the analysis of behavioral similarity of moving individuals, based on CDR trajectories. The core of the contribution is a novel methodological framework, mob2vec, centered on the combined use of a recent symbolic trajectory segmentation method for the removal of noise, a novel trajectory generalization method incorporating behavioral information, and an unsupervised technique for the learning of vector representations from sequential data. Mob2vec is the result of an empirical study conducted on real CDR data through an extensive experimentation. As a result, it is shown that mob2vec generates vector representations of CDR trajectories in low dimensional spaces which preserve the similarity of the mobility behavior of individuals.


Formalizing Integration Patterns with Multimedia Data (Extended Version)

arXiv.org Artificial Intelligence

The previous works on formalizing enterprise application integration (EAI) scenarios showed an emerging need for setting up formal foundations for integration patterns, the EAI building blocks, in order to facilitate the model-driven development and ensure its correctness. So far, the formalization requirements were focusing on more "conventional" integration scenarios, in which control-flow, transactional persistent data and time aspects were considered. However, none of these works took into consideration another arising EAI trend that covers social and multimedia computing. In this work we propose a Petri net-based formalism that addresses requirements arising from the multimedia domain. We also demonstrate realizations of one of the most frequently used multimedia patterns and discuss which implications our formal proposal may bring into the area of the multimedia EAI development.