Markov Models
Automata Modeling for Cognitive Interference in Users' Relevance Judgment
Zhang, Peng (The Robert Gordon University) | Song, Dawei (The Robert Gordon University) | Hou, Yuexian (Tianjin University) | Wang, Jun (Robert Gordon University) | Bruza, Peter (Queensland University of Technology)
Quantum theory has recently been employed to further advance thetheory of information retrieval (IR). A challenging research topicis to investigate the so called quantum-like interference in users'relevance judgment process, where users are involved to judge therelevance degree of each document with respect to a given query. Inthis process, users' relevance judgment for the current document isoften interfered by the judgment for previous documents, due to theinterference on users' cognitive status. Research from cognitivescience has demonstrated some initial evidence of quantum-likecognitive interference in human decision making, which underpins theuser's relevance judgment process. This motivates us to model suchcognitive interference in the relevance judgment process, which inour belief will lead to a better modeling and explanation of userbehaviors in relevance judgement process for IR and eventually leadto more user-centric IR models. In this paper, we propose to useprobabilistic automaton (PA) and quantum finite automaton (QFA),which are suitable to represent the transition of user judgmentstates, to dynamically model the cognitive interference when theuser is judging a list of documents.
A Model for Verbal and Non-Verbal Human-Robot Collaboration
Matignon, Laetitia (University of Caen Basse Normandie) | Karami, Abir Beatrice (University of Caen Basse Normandie) | Mouaddib, Abdel-Illah (University of Caen Basse Normandie)
We are motivated by building a system for an autonomous robot companion that collaborates with a human partner for achieving a common mission. The objective of the robot is to infer the human's preferences upon the tasks of the mission so as to collaborate with the human by achieving human's non-favorite tasks. Inspired by recent researches about the recognition of human's intention, we propose a unified model that allows the robot to switch accurately between verbal and non-verbal interactions. Our system unifies an epistemic partially observable Markov decision process (POMDP) that is a human-robot spoken dialog system aiming at disambiguating the human's preferences and an intuitive human-robot collaboration consisting in inferring human's intention based on the observed human actions. The beliefs over human's preferences computed during the dialog are then reinforced in the course of the task execution by the intuitive interaction. Our unified model helps the robot inferring the human's preferences and deciding which tasks to perform to effectively satisfy these preferences. The robot is also able to adjust its plan rapidly in case of sudden changes in the human's preferences and to switch between both kind of interactions. Experimental results on a scenario inspired from robocup@home outline various specific behaviors of the robot during the collaborative mission.
Policy Activation for Open-Ended Dialogue Management
Lison, Pierre (German Research Centre for Artificial Intelligence (DFKI GmbH)) | Kruijff, Geert-Jan M. (German Research Centre for Artificial Intelligence (DFKI)
An important difficulty in developing spoken dialogue systems for robots is the open-ended nature of most interactions. Robotic agents must typically operate in complex, continuously changing environments which are difficult to model and do not provide any clear, predefined goal. Directly capturing this complexity in a single, large dialogue policy is thus inadequate. This paper presents a new approach which tackles the complexity of open-ended interactions by breaking it into a set of small, independent policies, which can be activated and deactivated at runtime by a dedicated mechanism. The approach is currently being implemented in a spoken dialogue system for autonomous robots.
Kalman Temporal Differences
Because reinforcement learning suffers from a lack of scalability, online value (and Q-) function approximation has received increasing interest this last decade. This contribution introduces a novel approximation scheme, namely the Kalman Temporal Differences (KTD) framework, that exhibits the following features: sample-efficiency, non-linear approximation, non-stationarity handling and uncertainty management. A first KTD-based algorithm is provided for deterministic Markov Decision Processes (MDP) which produces biased estimates in the case of stochastic transitions. Than the eXtended KTD framework (XKTD), solving stochastic MDP, is described. Convergence is analyzed for special cases for both deterministic and stochastic transitions. Related algorithms are experimented on classical benchmarks. They compare favorably to the state of the art while exhibiting the announced features.
Online Multiple Kernel Learning for Structured Prediction
Martins, Andre F. T., Figueiredo, Mario A. T., Aguiar, Pedro M. Q., Smith, Noah A., Xing, Eric P.
Despite the recent progress towards efficient multiple kernel learning (MKL), the structured output case remains an open research front. Current approaches involve repeatedly solving a batch learning problem, which makes them inadequate for large scale scenarios. We propose a new family of online proximal algorithms for MKL (as well as for group-lasso and variants thereof), which overcomes that drawback. We show regret, convergence, and generalization bounds for the proposed method. Experiments on handwriting recognition and dependency parsing testify for the successfulness of the approach.
Training Goal Recognition Online from Low-Level Inputs in an Action-Adventure Game
Gold, Kevin (Rochester Institute of Technology)
A method is presented for training an Input-Output Hidden Markov Model (IOHMM) to identify a player's current goal in an action-adventure game. The goals were Explore, Fight, or Return to Town, which served as the hidden states of the IOHMM. The observation model was trained by directing the player to achieve particular goals and counting actions. When trained on first-time players, training to the specific players did not appear to provide any benefits over a model trained to the experimenter. However, models trained on these players' subsequent trials were significantly better than the models trained to the specific players the first time, and also outperformed the model trained to the experimenter. This suggests that game goal recognition systems are best trained after the players have some time to develop a style of play. Systems for probabilistic reasoning over time could help game designers make games more responsive to players' individual styles and approaches.
Perceptually Realistic Behavior through Alibi Generation
Sunshine-Hill, Ben (University of Pennsylvania) | Badler, Norman I. (University of Pennsylvania )
Real-time pedestrian simulation for open-world games involves aggressive behavior simplification and culling to keep computational cost under control, but it is diffficult to predict whether these techniques will become unrealistic in certain situations. We propose a method of perceptually simulating highly realistic pedestrian behavior in virtual cities in realtime. Designers build a highly realistic simulation, from which a perceptually identical "perceptual simulation" is generated. Although the perceptual simulation simulates only a small portion of the world at a time, and does so with inexpensive approximations, it can be statistically guaranteed that the results are perceptually indistinguishable from those of the original simulation.
An Automated Model-Based Adaptive Architecture in Modern Games
Tan, Chek Tien (DigiPen Institute of Technology, Singapore) | Cheng, Ho-lun (National University of Singapore)
This paper proposes an automatic model-based approach that enables adaptive decision making in modern virtual games. It builds upon the Integrated MDP and POMDP Learning AgeNT (IMPLANT) architecture which has shown to provide plausible adaptive decision making in modern games. However, it suffers from highly time-consuming manual model specification problems. By incorporating an automated priority sweeping based model builder for the MDP, as well as using the Tactical Agent Personality for the POMDP, the work in this paper aims to resolve these problems. Empirical proof of concept is shown based on an implementation in a modern game scenario, whereby the enhanced IMPLANT agent is shown to exhibit superior adaptation performance over the old IMPLANT agent whilst eliminating manual model specifications and at the same time still maintaining plausible speeds.
A Comprehensive Survey of Data Mining-based Fraud Detection Research
Phua, Clifton, Lee, Vincent, Smith, Kate, Gayler, Ross
This survey paper categorises, compares, and summarises from almost all published technical and review articles in automated fraud detection within the last 10 years. It defines the professional fraudster, formalises the main types and subtypes of known fraud, and presents the nature of data evidence collected within affected industries. Within the business context of mining the data to achieve higher cost savings, this research presents methods and techniques together with their problems. Compared to all related reviews on fraud detection, this survey covers much more technical articles and is the only one, to the best of our knowledge, which proposes alternative data and solutions from related domains.
Learning Latent Tree Graphical Models
Choi, Myung Jin, Tan, Vincent Y. F., Anandkumar, Animashree, Willsky, Alan S.
We study the problem of learning a latent tree graphical model where samples are available only from a subset of variables. We propose two consistent and computationally efficient algorithms for learning minimal latent trees, that is, trees without any redundant hidden nodes. Unlike many existing methods, the observed nodes (or variables) are not constrained to be leaf nodes. Our first algorithm, recursive grouping, builds the latent tree recursively by identifying sibling groups using so-called information distances. One of the main contributions of this work is our second algorithm, which we refer to as CLGrouping. CLGrouping starts with a pre-processing procedure in which a tree over the observed variables is constructed. This global step groups the observed nodes that are likely to be close to each other in the true latent tree, thereby guiding subsequent recursive grouping (or equivalent procedures) on much smaller subsets of variables. This results in more accurate and efficient learning of latent trees. We also present regularized versions of our algorithms that learn latent tree approximations of arbitrary distributions. We compare the proposed algorithms to other methods by performing extensive numerical experiments on various latent tree graphical models such as hidden Markov models and star graphs. In addition, we demonstrate the applicability of our methods on real-world datasets by modeling the dependency structure of monthly stock returns in the S&P index and of the words in the 20 newsgroups dataset.