Problem Solving
Inquire Biology: A Textbook that Answers Questions
Inquire Biology is a prototype of a new kind of intelligent textbook -- one that answers students' questions, engages their interest, and improves their understanding. Inquire Biology provides unique capabilities via a knowledge representation that captures conceptual knowledge from the textbook and uses inference procedures to answer students' questions. Students ask questions by typing free-form natural language queries or by selecting passages of text. The system then attempts to answer the question and also generates suggested questions related to the query or selection. The questions supported by the system were chosen to be educationally useful, for example: what is the structure of X? compare X and Y? how does X relate to Y? In user studies, students found this question-answering capability to be extremely useful while reading and while doing problem solving.
Integrated AI Systems
From Shakey the Robot to self-driving cars, from the personal computer to personal assistants on our phones, the Defense Advanced Research Projects Agency (DARPA) has led the development of integrated artificial intelligence (AI) systems for more than half a century. From the earliest days of AI, it was apparent that a robust, generally intelligent system should include a complete set of capabilities: perception, memory, reasoning, learning, planning, and action; and when DARPA initiated AI research in the 1960s, ambitious projects such as Shakey the Robot went after the complete package. As DARPA realized the challenges, they backed away from the ultimate goal of integrated AI and tried to make progress on the individual problems of image understanding, speech and language understanding, knowledge representation and reasoning, planning and decision aids, machine learning, and robotic manipulation. Yet, even as researchers struggled to make progress in these subdisciplines, DARPA periodically resurrected the challenge of integrated intelligent systems and pushed the community to try again. In the 1980s, DARPA's Strategic Computing Initiative took on challenges of integrated AI projects such as the Autonomous Land Vehicle and the Pilot's Associate.
Discovery data topology with the closure structure. Theoretical and practical aspects
Makhalova, Tatiana, Kuznetsov, Sergei O., Napoli, Amedeo
In this paper, we are revisiting pattern mining and especially itemset mining, which allows one to analyze binary datasets in searching for interesting and meaningful association rules and respective itemsets in an unsupervised way. While a summarization of a dataset based on a set of patterns does not provide a general and satisfying view over a dataset, we introduce a concise representation --the closure structure-- based on closed itemsets and their minimum generators, for capturing the intrinsic content of a dataset. The closure structure allows one to understand the topology of the dataset in the whole and the inherent complexity of the data. We propose a formalization of the closure structure in terms of Formal Concept Analysis, which is well adapted to study this data topology. We present and demonstrate theoretical results, and as well, practical results using the GDPM algorithm. GDPM is rather unique in its functionality as it returns a characterization of the topology of a dataset in terms of complexity levels, highlighting the diversity and the distribution of the itemsets. Finally, a series of experiments shows how GDPM can be practically used and what can be expected from the output.
Knowledge-aware Method for Confusing Charge Prediction
Cheng, Xiya, Bi, Sheng, Qi, Guilin, Wang, Yongzhen
Automatic charge prediction task aims to determine the final charges based on fact descriptions of criminal cases, which is a vital application of legal assistant systems. Conventional works usually depend on fact descriptions to predict charges while ignoring the legal schematic knowledge, which makes it difficult to distinguish confusing charges. In this paper, we propose a knowledge-attentive neural network model, which introduces legal schematic knowledge about charges and exploit the knowledge hierarchical representation as the discriminative features to differentiate confusing charges. Our model takes the textual fact description as the input and learns fact representation through a graph convolutional network. A legal schematic knowledge transformer is utilized to generate crucial knowledge representations oriented to the legal schematic knowledge at both the schema and charge levels. We apply a knowledge matching network for effectively incorporating charge information into the fact to learn knowledge-aware fact representation. Finally, we use the knowledge-aware fact representation for charge prediction. We create two real-world datasets and experimental results show that our proposed model can outperform other state-of-the-art baselines on accuracy and F1 score, especially on dealing with confusing charges.
Problem Solving Methods
Problem Solving Methods are various methods used to solve the problem. A Problem is an undesirable event or In other words, "Any Gap between what is expected and what is obtained". Any effort to reduce this gap between what is expected and what is obtained is called "Problem Solving". What is the problem-solving approach? The most important two things are related to all problems: 1. Goal and 2. Barriers [1] Goal: It can be anything that we want to achieve or we want to be.
Latent World Models For Intrinsically Motivated Exploration
Ermolov, Aleksandr, Sebe, Nicu
In this work we consider partially observable environments with sparse rewards. We present a self-supervised representation learning method for image-based observations, which arranges embeddings respecting temporal distance of observations. This representation is empirically robust to stochasticity and suitable for novelty detection from the error of a predictive forward model. We consider episodic and life-long uncertainties to guide the exploration. We propose to estimate the missing information about the environment with the world model, which operates in the learned latent space. As a motivation of the method, we analyse the exploration problem in a tabular Partially Observable Labyrinth. We demonstrate the method on image-based hard exploration environments from the Atari benchmark and report significant improvement with respect to prior work. The source code of the method and all the experiments is available at https://github.com/htdt/lwm.
Improving Generative Imagination in Object-Centric World Models
Lin, Zhixuan, Wu, Yi-Fu, Peri, Skand, Fu, Bofeng, Jiang, Jindong, Ahn, Sungjin
The remarkable recent advances in object-centric generative world models raise a few questions. First, while many of the recent achievements are indispensable for making a general and versatile world model, it is quite unclear how these ingredients can be integrated into a unified framework. Second, despite using generative objectives, abilities for object detection and tracking are mainly investigated, leaving the crucial ability of temporal imagination largely under question. Third, a few key abilities for more faithful temporal imagination such as multimodal uncertainty and situation-awareness are missing. In this paper, we introduce Generative Structured World Models (G-SWM). The G-SWM achieves the versatile world modeling not only by unifying the key properties of previous models in a principled framework but also by achieving two crucial new abilities, multimodal uncertainty and situation-awareness. Our thorough investigation on the temporal generation ability in comparison to the previous models demonstrates that G-SWM achieves the versatility with the best or comparable performance for all experiment settings including a few complex settings that have not been tested before.
Mastering Atari with Discrete World Models
Hafner, Danijar, Lillicrap, Timothy, Norouzi, Mohammad, Ba, Jimmy
Intelligent agents need to generalize from past experience to achieve goals in complex environments. World models facilitate such generalization and allow learning behaviors from imagined outcomes to increase sample-efficiency. While learning world models from image inputs has recently become feasible for some tasks, modeling Atari games accurately enough to derive successful behaviors has remained an open challenge for many years. We introduce DreamerV2, a reinforcement learning agent that learns behaviors purely from predictions in the compact latent space of a powerful world model. The world model uses discrete representations and is trained separately from the policy. DreamerV2 constitutes the first agent that achieves human-level performance on the Atari benchmark of 55 tasks by learning behaviors inside a separately trained world model. With the same computational budget and wall-clock time, DreamerV2 reaches 200M frames and exceeds the final performance of the top single-GPU agents IQN and Rainbow.
Knowledge Association with Hyperbolic Knowledge Graph Embeddings
Sun, Zequn, Chen, Muhao, Hu, Wei, Wang, Chengming, Dai, Jian, Zhang, Wei
Capturing associations for knowledge graphs (KGs) through entity alignment, entity type inference and other related tasks benefits NLP applications with comprehensive knowledge representations. Recent related methods built on Euclidean embeddings are challenged by the hierarchical structures and different scales of KGs. They also depend on high embedding dimensions to realize enough expressiveness. Differently, we explore with low-dimensional hyperbolic embeddings for knowledge association. We propose a hyperbolic relational graph neural network for KG embedding and capture knowledge associations with a hyperbolic transformation. Extensive experiments on entity alignment and type inference demonstrate the effectiveness and efficiency of our method.
Deliberative Acting, Online Planning and Learning with Hierarchical Operational Models
Patra, Sunandita, Mason, James, Ghallab, Malik, Nau, Dana, Traverso, Paolo
The most common representation formalisms for automated planning are descriptive models that abstractly describe what the actions do and are tailored for effciently computing the next state(s) in a state-transition system. However, real-world acting requires operational models that describe how to do things, with rich control structures for closed-loop online decision-making in a dynamic environment. To use a different action model for planning than the one used for acting causes problems with combining acting and planning, in particular for the development and consistency verification of the different models. As an alternative, we define and implement an integrated acting-and-planning system in which both planning and acting use the same operational models, which are written in a general-purpose hierarchical task-oriented language offering rich control structures. The acting component, called Reactive Acting Engine (RAE), is inspired by the well-known PRS system, except that instead of being purely reactive, it can get advice from the planner. Our planner uses a UCT-like Monte Carlo Tree Search procedure, called UPOM (UCT Procedure for Operational Models), whose rollouts are simulations of the actor's operational models. We also present learning strategies for use with RAE and UPOM that acquire, from online acting experiences and/or simulated planning results, a mapping from decision contexts to method instances as well as a heuristic function to guide UPOM. Our experimental results show that UPOM and our learning strategies significantly improve the acting efficiency and robustness of RAE. We discuss the asymptotic convergence of UPOM by mapping its search space to an MDP.