Problem Solving
Learning Interactions Among Objects Through Spatio-Temporal Reasoning
Ersen, Mustafa (Istanbul Technical University) | Sariel-Talay, Sanem (Istanbul Technical University)
In this study, we propose a method for learning interactions among different types of objects to devise new plans using these objects. Learning is accomplished by observing a given sequence of events with their timestamps and using spatial information on the initial state of the objects in the environment. We assume that no intermediate state information is available about the states of objects. We have used the Incredible Machine game as a suitable domain for analyzing and learning object interactions. When a knowledge base about relations among objects is provided, interactions to devise new plans are learned to a desired extent. Moreover, using spatial information of objects or temporal information of events makes it feasible to learn the conditional effects of objects on each other. Our analyses show that, integrating spatial and temporal data in a spatio-temporal learning approach gives closer results to that of the knowledge-based approach by providing applicable event models for planning. This is promising because gathering spatio-temporal information does not require great amount of knowledge.
The Impact of Personalization on Smartphone-Based Activity Recognition
Weiss, Gary Mitchell (Fordham University) | Lockhart, Jeffrey (Fordham University)
Smartphones incorporate many diverse and powerful sensors, which creates exciting new opportunities for data mining and human-computer interaction. In this paper we show how standard classification algorithms can use labeled smartphone-based accelerometer data to identify the physical activity a user is performing. Our main focus is on evaluating the relative performance of impersonal and personal activity recognition models. Our impersonal (i.e., universal) models are built using training data from a panel of users and are then applied to new users, while our personal models are built with data from each user and then applied only to new data from that user. Our results indicate that the personal models perform dramatically better than the impersonal modelsโeven when trained from only a few minutes worth of data. These personal models typically even outperform hybrid models that utilize both personal and impersonal data. These results strongly argue for the construction of personal models whenever possible. Our research means that we can unobtrusively gain useful knowledge about the habits of potentially millions of users. It also means that we can facilitate human computer interaction by enabling the smartphone to consider context and this can lead to new and more effective applications.
Activity Context Aware Digital Workspaces and Consumer Playspaces: Manifesto and Architecture
Agrawal, Vikas (Infosys Limited) | Heredero, Genoveva Galarza (Infosys Limited) | Penmetsa, Harsha (Infosys Limited) | Laha, Arijit (Infosys Limited) | Shastri, Lokendra (Infosys Limited)
We define and propose a manifesto and an architecture for smart digital workspaces and consumer playspaces, that โknowโ what the user is doing (activity structure, context, goals), how are they doing it (methods), what resources are they using (allocation and discovery), when (time) and where (location, application, device) are they doing it, who are they (profile, history), what is their role (responsibility, security, privacy) and who are their collaborators (social network), all the while observing, recording this context of work and play (institutional and social tribal knowledge). These smart workspaces and playspaces to be developed in the next five years, will let the users seamlessly move between applications and devices without having to remember or copy what they did earlier (activity context transfer and exchange), proactively show them steps others took in meaningfully similar situations before (semantic task reasoning), quickly find and show them directly related information and present answers to questions based on what they mean (proactive semantic extraction and search), in the context they need it, with access to provenance, quality and derivation of information, connect them to insights of experts within the organization and beyond, helping them reason and decide faster, with greater confidence, within a framework for managing, semantically dividing, tracking and enabling distributed work. We report two examples of the application of this architecture: a patient care system in a hospital and an assisted living system.
Heuristic Search Comes of Age
Sturtevant, Nathan R. (University of Denver) | Felner, Ariel (Ben-Gurion University of the Negev) | Likhachev, Maxim (Canegie Mellon University) | Ruml, Wheeler (University of New Hampshire)
In looking back on the last five to ten years of work in heuristic search a few trends emerge. First, there has been a broadening of research topics studied. Second, there has been a deepened understanding of the theoretical foundations of search. Third, and finally, there have been increased connections with work in other fields. This paper, corresponding to a AAAI 2012 invited talk on recent work in heuristic search, highlights these trends in a number of areas of heuristic search. It is our opinion that the sum of these trends reflects the growth in the field and the fact that heuristic search has come of age.
Research Challenges in Combinatorial Search
Korf, Richard Earl (University of California, Los Angeles)
I provide a personal view of some of the major research challenges in the area of combinatorial search. These include solving and playing games with chance, hidden information, and multiple players, optimally solving larger instances of well-known single-agent toy problems, applying search techniques to more realistic problem domains, analyzing the time complexity of heuristic search algorithms, and capitalizing on advances in computing hardware, such as very large external memories and multi-core processors.
Search Algorithms for m Best Solutions for Graphical Models
Dechter, Rina (University of California, Irvine) | Flerova, Natalia (University of California, Irvine) | Marinescu, Radu (IBM Research)
The paper focuses on finding the m best solutions to combinatorial optimization problems using Best-First or Branchand- Bound search. Specifically, we present m-A*, extending the well-known A* to the m-best task, and prove that all its desirable properties, including soundness, completeness and optimal efficiency, are maintained. Since Best-First algorithms have memory problems, we also extend the memoryefficient Depth-First Branch-and-Bound to the m-best task. We extend both algorithms to optimization tasks over graphical models (e.g., Weighted CSP and MPE in Bayesian networks), provide complexity analysis and an empirical evaluation. Our experiments with 5 variants of Best-First and Branch-and-Bound confirm that Best-First is largely superior when memory is available, but Branch-and-Bound is more robust, while both styles of search benefit greatly when the heuristic evaluation function has increased accuracy.
HyperPlay: A Solution to General Game Playing with Imperfect Information
Schofield, Michael John (The University of New South Wales) | Cerexhe, Timothy Joseph (The University of New South Wales) | Thielscher, Michael (The University of New South Wales)
General Game Playing is the design of AI systems able to understand the rules of new games and to use such descriptions to play those games effectively. Games with imperfectinformation have recently been added as a new challenge forexisting general game-playing systems. The HyperPlay technique presents a solution to this challenge by maintaining a collection of models of the true game as a foundation for reasoning, and move selection. The technique provides existing game players with a bolt-on solution to convert from perfect-information games to imperfect-information games. In this paper we describe the HyperPlay technique, show how it was adapted for use with a Monte Carlo decision making process and give experimental results for its performance.
Learning to Learn: Algorithmic Inspirations from Human Problem Solving
Kapoor, Ashish (Microsoft Research) | Lee, Bongshin (Microsoft Research) | Tan, Desney (Microsoft Research) | Horvitz, Eric (Microsoft Research)
We harness the ability of people to perceive and interact with visual patterns in order to enhance the performance of a machine learning method. We show how we can collect evidence about how people optimize the parameters of an ensemble classification system using a tool that provides a visualization of misclassification costs. Then, we use these observations about human attempts to minimize cost in order to extend the performance of a state-of-the-art ensemble classification system. The study highlights opportunities for learning from evidence collected about human problem solving to refine and extend automated learning and inference.
Modeling the Evolution of Knowledge in Learning Systems
Sharma, Abhishek (Cycorp, Inc.) | Forbus, Kenneth D. (Northwestern University)
How do reasoning systems that learn evolve over time? What are the properties of different learning strategies? Characterizing the evolution of these systems is important for understanding their limitations and gaining insights into the interplay between learning and reasoning. We describe an inverse ablation model for studying how large knowledge-based systems evolve: Create a small knowledge base by ablating a large KB, and simulate learning by incrementally re-adding facts, using different strategies to simulate types of learners. For each iteration, reasoning properties (including number of questions answered and run time) are collected, to explore how learning strategies and reasoning interact. We describe several experiments with the inverse ablation model, examining how two different learning strategies perform. Our results suggest that different concepts show different rates of growth, and that the density and distribution of facts that can be learned are important parameters for modulating the rate of learning.
Learning Qualitative Models by Demonstration
Hinrichs, Thomas R. (Northwestern University) | Forbus, Kenneth D. (Northwestern University)
Creating software agents that learn interactively requires the ability to learn from a small number of trials, extracting general, flexible knowledge that can drive behavior from observation and interaction. We claim that qualitative models provide a useful intermediate level of causal representation for dynamic domains, including the formulation of strategies and tactics. We argue that qualitative models are quickly learnable, and enable model-based reasoning techniques to be used to recognize, operationalize, and construct more strategic knowledge. This paper describes an approach to incrementally learning qualitative influences by demonstration in the context of a strategy game. We show how the learned model can help a system play by enabling it to explain which actions could contribute to maximizing a quantitative goal. We also show how reasoning about the model allows it to reformulate a learning problem to address delayed effects and credit assignment, such that it can improve its performance on more strategic tasks such as city placement.